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What could One D&D do to push the game more toward story?
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<blockquote data-quote="Neonchameleon" data-source="post: 8861147" data-attributes="member: 87792"><p>5e has a tool for storytelling that I don't think is pushed enough although I've used to good effect (having stolen the idea from Apocalypse World) - the subclass change. The Paladin of Valour who loses the faith can become a Paladin of Redemption, of Glory, of Conquest, or even an Oathbreaker - or a Warlock can change patrons. This is a very powerful tool and should be used sparingly (I've even turned a battlemaster into an echo night for reasons) </p><p></p><p>This also ties into my pet hate about 5e's storytelling - character growth is on rails. Once you have your subclass at level 3 you've very few important choices left to make; you're almost certainly taking an ASI in your primary stat at 4 or 8 and most of the +1 feats just aren't that good. Who most characters are mechanically at level 11 is almost entirely predetermined from who they were at level 3 unless they multiclass. (This is a key reason I like the OneD&D feat changes).</p><p></p><p>The other biiiig thing is a lack of consequences for combat. No Rust Monsters. No wounds. No scars. Either you die or you're fine. </p><p></p><p>I'd also give a lot of monsters a "short rest action" in their statblocks - so if the PCs stop they can recover their wound and are now fighting slightly empowered versions of their foes. And more weight on what you can do with loot.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8861147, member: 87792"] 5e has a tool for storytelling that I don't think is pushed enough although I've used to good effect (having stolen the idea from Apocalypse World) - the subclass change. The Paladin of Valour who loses the faith can become a Paladin of Redemption, of Glory, of Conquest, or even an Oathbreaker - or a Warlock can change patrons. This is a very powerful tool and should be used sparingly (I've even turned a battlemaster into an echo night for reasons) This also ties into my pet hate about 5e's storytelling - character growth is on rails. Once you have your subclass at level 3 you've very few important choices left to make; you're almost certainly taking an ASI in your primary stat at 4 or 8 and most of the +1 feats just aren't that good. Who most characters are mechanically at level 11 is almost entirely predetermined from who they were at level 3 unless they multiclass. (This is a key reason I like the OneD&D feat changes). The other biiiig thing is a lack of consequences for combat. No Rust Monsters. No wounds. No scars. Either you die or you're fine. I'd also give a lot of monsters a "short rest action" in their statblocks - so if the PCs stop they can recover their wound and are now fighting slightly empowered versions of their foes. And more weight on what you can do with loot. [/QUOTE]
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What could One D&D do to push the game more toward story?
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