Tony Vargas
Legend
In principle it should be simple: Approximately halve daily resources.I'd balance the classes around an expected adventuring day of 4 encounters and 1 short rest rather than 8 encounters and 2 short rests.
In principle it should be simple: Approximately halve daily resources.I'd balance the classes around an expected adventuring day of 4 encounters and 1 short rest rather than 8 encounters and 2 short rests.
I like a lot of your ideas.Interesting question. I feel like a lot of the ideas for improving D&D that float around here are more along the lines of heavy overhauls, so restricting our consideration to a humbler "5.25" may actually bring us to some unexplored territory.
Here are a few of my thoughts:
- Move the subclass choice down to level 1 for most if not all of the classes. The devs made a deliberate design choice in 5E to avoid that where possible, but looking back with a few years' experience of the game I think it was the wrong one.
- Spread out saving throw effects more between all six of the ability scores, and provide a stronger thematic definition of what each saving throw is for. Making concentration an Int save instead of Con would do a lot all on its own. Get rid of the idea of "strong" and "weak" saving throws; let the ranger be Dex/Con and the monk be Dex/Wis like we all know they ought to be.
- A lot of people are going to say the opposite, but I say lean into Expertise a little more: give most if not all classes expertise in one thematically appropriate skill (e.g. Arcana for wizards) and let the rogue/bard's niche be more versatility than raw numerical superiority.
- Stacking advantage and disadvantage, within reason. Obviously I see the virtue in simplicity of not letting them stack. But I also repeatedly see my party's barbarian Reckless Attack while blinded to completely cancel out the disadvantage to attacks while providing no additional advantage to enemy attackers.
What I find odd is that it doesn't have rules for defecation, and even more odd, rules for what happens when you don't defecate for weeks!5e doesn't have death from old age in the same way that 5e doesn't have taxes.
(My preferred rolling method prior to 5e was 4d6 drop the lowest in order, three times. Then pick one set.
I like a lot of these ideas, but IMO they would be more for a 6e, not a 5,25e as the OP asked.
- Add feats to the game, in place of ASI. Redesign all feats so that they also include +1 to a stat.
- Redesign classes so that they gain feats and sub-class abilities at standard levels. Multi-classing now lets you gain one class's primary features in place of your sub-class.
- Go back down to three saves, so everyone knows which one protects you from mind-affecting attacks.
- Reduce the duration of a short rest to five minutes, with the explicit assumption that it should take place after every encounter. Re-design class abilities around this assumption.
- Get rid of free healing, to free us from the tyranny of six encounters per day.
- Fix the HP bloat, by getting rid of +Con to HP and +Str/Dex to damage.
"2. Grant proficiency bonus to all saves. This prevents the "auto fail save" issue at higher levels; against an even-level foe, high stats save a lot, low stats save little, and it doesn't get worse."1. Nix "attribute bonus to attack/save DC". It is simply too powerful.
It isn't hard to rework the math to work perfectly well without adding stat/2. Attributes can still add to damage and effect size.
2. Grant proficiency bonus to all saves. This prevents the "auto fail save" issue at higher levels; against an even-level foe, high stats save a lot, low stats save little, and it doesn't get worse.
3. Introduce a more general Expertise system. Expertise no longer doubles proficiency bonus; instead it acts like advantage but stacks with it. You gain Expertise in your good saves, for example. This keeps bonuses more bounded.
4. Fix the mundane classes. Somehow.
This so definitely should not be in the rules.I believe it is stated more generally somewhere in the 5e rules, more in a way like "typical humans can live up to about 80 to 90 years" or so, but there is no formal table. Only official aging effect I noticed so far was ghost 1d4 x10 years but by gaze and can be reversed if greater resto is cast within 24 hours. but also here it says nothing about what happens if you age far beyond your natural limit.