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Things You Think Would Improve the Game That We WON'T See
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<blockquote data-quote="the Jester" data-source="post: 9256002" data-attributes="member: 1210"><p>What are some changes to the game that you think would improve it that we WON'T see in the new 2024 releases? And why won't we see them?</p><p></p><p>I'll start with a couple of things. In general, I think that one of my personal complaints about the upcoming revision is "power creep is creepin'". We've seen new versions of cantrips that increase their damage, lots of additional ways to gain temporary hit points, a potential increase in the amount of healing that spells do that just about doubles it, ASIs moved to wherever you want in order to allow increased optimization out the gate, and so forth. There have been a very few changes that reduce a few of the more powerful options, such as the totem barbarian's "resist everything but force" ability, but mostly, it's all MOAR POWER. So my dislike of that is behind a lot of what I would like to see.</p><p></p><p>First, I think that reverting wizards and sorcerers to a d4 Hit Die would help restore the balance between casters and martial characters, which is a very commonly complained about thing. I don't think we'll see it because the increase to a d6 was widely praised on 5e's release. I'd like to see warlocks drop down to a d6, too, with a possible invocation to gain 1 hp/level to help those who want to be able to go toe to toe.</p><p></p><p>If 1st level ability score modifiers aren't going to be tied to race, where they existed to set other races apart from humanity, I'd like to just drop them entirely. But given the move to "this is for the optimizers", I can't imagine we will see this, either.</p><p></p><p>I'd like to see a modification to some of the better barbarian abilities that trigger when raging such that they require concentration to maintain, along with a qualifier that barbarians can concentrate on these features while raging. I am pretty sure there are several reasons why we won't see this, all related to concentration being hard to maintain at high levels when you're the melee guy taking massive whacks.</p><p></p><p>I'd like to see metamagic moved entirely out of the sorcerer and into the upcasting mechanic for spells, as well as a new downcasting mechanic that lets you use lower level slots for far inferior versions of higher level spells; for instance, reduce the slot level of your fireball by one level in exchange for reducing the damage by 4d6. Pretty sure that one is a pipe dream, for the same reason that we won't see my next one: it's too big and fundamental of a change for one of the base classes to undergo in what is basically a half-edition (or smaller) change.</p><p></p><p>Speaking of the sorcerer, I'd like to see the number of levels at which it gets subclass features increased to about ten, and to see its sorcerer point stuff tied heavily to subclass, in order to make each sorcerer both more heavily invested in its subclass/theme and to make higher levels of sorcerer more attractive. For example, a spider-themed sorcerer might have an ability to spend a few sorcerer points to add a web-like effect to any spell that has an area of effect or targets a creature. I KNOW we won't see such a massive revision to the sorcerer, but I'd really like.</p><p></p><p>And finally, I'd like to see a real, actual, full warlord class.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9256002, member: 1210"] What are some changes to the game that you think would improve it that we WON'T see in the new 2024 releases? And why won't we see them? I'll start with a couple of things. In general, I think that one of my personal complaints about the upcoming revision is "power creep is creepin'". We've seen new versions of cantrips that increase their damage, lots of additional ways to gain temporary hit points, a potential increase in the amount of healing that spells do that just about doubles it, ASIs moved to wherever you want in order to allow increased optimization out the gate, and so forth. There have been a very few changes that reduce a few of the more powerful options, such as the totem barbarian's "resist everything but force" ability, but mostly, it's all MOAR POWER. So my dislike of that is behind a lot of what I would like to see. First, I think that reverting wizards and sorcerers to a d4 Hit Die would help restore the balance between casters and martial characters, which is a very commonly complained about thing. I don't think we'll see it because the increase to a d6 was widely praised on 5e's release. I'd like to see warlocks drop down to a d6, too, with a possible invocation to gain 1 hp/level to help those who want to be able to go toe to toe. If 1st level ability score modifiers aren't going to be tied to race, where they existed to set other races apart from humanity, I'd like to just drop them entirely. But given the move to "this is for the optimizers", I can't imagine we will see this, either. I'd like to see a modification to some of the better barbarian abilities that trigger when raging such that they require concentration to maintain, along with a qualifier that barbarians can concentrate on these features while raging. I am pretty sure there are several reasons why we won't see this, all related to concentration being hard to maintain at high levels when you're the melee guy taking massive whacks. I'd like to see metamagic moved entirely out of the sorcerer and into the upcasting mechanic for spells, as well as a new downcasting mechanic that lets you use lower level slots for far inferior versions of higher level spells; for instance, reduce the slot level of your fireball by one level in exchange for reducing the damage by 4d6. Pretty sure that one is a pipe dream, for the same reason that we won't see my next one: it's too big and fundamental of a change for one of the base classes to undergo in what is basically a half-edition (or smaller) change. Speaking of the sorcerer, I'd like to see the number of levels at which it gets subclass features increased to about ten, and to see its sorcerer point stuff tied heavily to subclass, in order to make each sorcerer both more heavily invested in its subclass/theme and to make higher levels of sorcerer more attractive. For example, a spider-themed sorcerer might have an ability to spend a few sorcerer points to add a web-like effect to any spell that has an area of effect or targets a creature. I KNOW we won't see such a massive revision to the sorcerer, but I'd really like. And finally, I'd like to see a real, actual, full warlord class. [/QUOTE]
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