Kinematics
Hero
While I would very much like to rebuild the entire stat structure, that basically explicitly fails the requirement for backwards compatibility. We may still be able to redefine how each of the stats are used, though, to a certain extent.Get rid of at least 1 of the 6 stats. They may have made sense in past editions with wildly different mechanics & actual niche protection but at least two of them are so much better than the other 4 that they invoke stereotypes like this one.
I can see how the attempted changes to initiative are related to things I'd like to fix, but yeah, overall, it's way more hassle than benefit. Doesn't mean those problems don't need to be solved, but initiative isn't the avenue for it.Someone at wotc keeps trying to shop some screwy version of initiative (speed factor, greyhawk initiative, etc), this person needs to accept that it is really problematic for how most folks run initiative & the game and accept that initiative is not the proper place for the tactical gameplay someone at wotc left out from 5e and add tactical combat to the core gameplay again.
Very much this. Collapse the damage range, and add other features. I know @Morrus made a comment about something similar, at least with armor. Something like, a swordbreaker that's kinda crappy damage, but has the change to break the enemy's weapon. Or a weapon that's designed for disarming opponents. Or a weapon that's better at defending, so has a boost to AC. And fix whips; an entangling one-handed weapon should be a useful choice.Gear in general (ie weapons & armor) need more designspace, as a GM it's important to have headroom there to give out an improved bit of gear that is subjectively better for slower leveling games. I don't care if this is a condensed weapon/armor list with fewer choices or not as long as it results in more room than +# & more/larger dice. "do I want the d6 d8 or d10 version of my finess/1h/2h/heavy weapon" is pants on head stupid design & painful for slower advancing campaigns unless they are built into a system like fate where the numbers are just the tip of the iceberg.
I would even like something like a parrying weapon: As a reaction, you can negate the damage from an opponent's attacks, but you may not use the Attack Action on your next turn. Or a sap: Does double/triple damage for the purpose of knocking someone unconscious. (Actual HP damage remains at baseline.)
And various other ideas. Because the current differentiations are bland and not very useful. Bludgeoning/Slashing/Piercing (rarely matters). Light/Medium/Heavy (only matters for offhand weapons and small creatures). And maybe Finesse (for Dex vs Str). Then how big a damage die can you get.