D&D (2024) Things You Think Would Improve the Game That We WON'T See

recognising that classes were designed to serve certain roles and to form a party greater than the sum of it's parts covering for each other's weaknesses, particularly the existence of dedicated support classes, making all classes manage to stand on their own two feet has started to have a detrimental effect, not to say that there shouldn't be some independent self-sufficiency but i think there's currently too much.

i recognise that people don't like being forced to play the compulsory healer and that's entirely fair and valid, but i think the core of my point still stands regardless of that.
 

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recognising that classes were designed to serve certain roles and to form a party greater than the sum of it's parts covering for each other's weaknesses, particularly the existence of dedicated support classes, making all classes manage to stand on their own two feet has started to have a detrimental effect, not to say that there shouldn't be some independent self-sufficiency but i think there's currently too much.

i recognise that people don't like being forced to play the compulsory healer and that's entirely fair and valid, but i think the core of my point still stands regardless of that.
The 5e Cleric is SO BORING and such an uninteresting support class. The lack of define roles is why people can wonder why the Paladin even exist...
 


it doesn't help how anemic healing is in 5e

but yeah, i think classes dependency on each other's strengths was somewhat of a good thing.
Roles were a godsend for class design and their removal, only to replace them with wishy washy legacy features is part of why 5e classes lack any interesting dynamic between them. Look at the Monk, it doesn’t seem to have any purpose but it sure has all the class features people associate with Monks in the past! I think classes should be designed to be able to fulfill a specific role in combat ALL THE TIME, and then have options to accomplish another role SOME of the time.

One of my favorite Cleric in 4e was a melee Cleric of Bahamut. His 1st level encounter power was Healing Strike, which, in addition to let you or an ally spend a healing surge, also marked the target for a turn. Add the Paladin MC feat that lets you use Divine Challenge once an encounter, and my Cleric was able to off-tank alongside the Paladin while still being a full-time leader. I created a backstory of my Cleric actually being an old Drill Sergeant at the Paladin's order, used to train rookies.
 


Step 1: Write Kelsey a check with a lot of zeros on it for full rights to Shadowdark.
Step 2: Call it D&D 6.0
 


con is now so irrelevant, 90% of characters have CON 14.
you could delete it, give everyone +2 HP per level, move CON saves to STR and most people would not even notice that you now play with 5 instead of 6 abilities.
This. Or just trying to make con and int more used by codifying some rules.

And taking con out of the hp equation.

I think con should be used for the number of hit dice and what to add when rolling.

I think hp should always be max hit die, no con bonus. Hit dice spent on short rest should be hit die + con bonus. And you get extra hit dice per point of con.

So wizards could get along with 8 con, if they don't plan on concentration spells too much. And they just can't regenerate a lot of hp during short rests. They'd rely on clerics but otherwise they'd be perfectly fine. Fighting types can recover more if they have high con. And they'd generally be tougher at lower levels.
 

This. Or just trying to make con and int more used by codifying some rules.

And taking con out of the hp equation.

I think con should be used for the number of hit dice and what to add when rolling.

I think hp should always be max hit die, no con bonus. Hit dice spent on short rest should be hit die + con bonus. And you get extra hit dice per point of con.

So wizards could get along with 8 con, if they don't plan on concentration spells too much. And they just can't regenerate a lot of hp during short rests. They'd rely on clerics but otherwise they'd be perfectly fine. Fighting types can recover more if they have high con. And they'd generally be tougher at lower levels.
HD=>heling surge, 25% of your max HP
number of HS = con score + your level

when you take Dodge Action, you can spend an HS.

As for int you can give bonus skills and bonus tools/languages/weapons per point of int bonus. Like 3.5e
 

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