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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="Steampunkette" data-source="post: 9606786" data-attributes="member: 6796468"><p>Non-Magical Hero options is a big thing, yeah. Also social and exploration pillars are woefully underformed.</p><p></p><p>My big one is recognizing it's a game system for telling stories and just going with it, rather than ignoring that reality to try and elevate things.</p><p></p><p>Short and Long rests, for example. They're mechanics for system recovery and trying to map them to the passage of time rather than have them just be recovery mechanics was definitely 'a choice'. Hit points often being meat rather than luck or bruises is another great example of the other half of the same coin.</p><p></p><p>[ATTACH=full]398947[/ATTACH]</p><p></p><p>Rather than Death Saves they should've given out wounds after you run out of HP... 3 or 4 wounds when you're out of HP and you're dead. Then have wounds stick around beyond (whatever replaces) long rests until you get proper medical care and/or stronger healing magic. Healing potions to get rid of the bumps and bruises that you get as your HP drops, but no real -harm- until you get hit at 0hp. </p><p></p><p>(To be clear, no death spiral, but lingering 'failed death saves', essentially)</p><p></p><p>Also guns and firearms. Yes. Guns kill people. So do swords. The difference is in the ease of use, not the damage dealing being somehow insanely higher. And both are meant to be in a game, so making guns ridiculously powerful, expensive, and rare as 'balancing mechanics' is just silly. Let the pirate have a gun that deals relatively normal damage for use in boarding actions rather than it being some ridiculous treasure that kills the Wizard in one shot.</p><p></p><p>The main recommended solutions are:</p><p><strong></strong></p><p><strong>1) Level Up: Advanced 5th Edition.</strong></p><p>Adds in some social and a fairly solid exploration system. There's also some more Nonmagical classes. Like the Marshal and the Savant. Especially including the Voidrunner's Codex which adds Scientists, Scouts, and Troopers as even more nonmagical classes! Yeah, you might need some fluffery skills to adapt those to a more traditional fantasy setting... but they'll work just fine. </p><p></p><p>The Scout, in particular, is a really cool blend of Bardic Inspiration used for being an absolute jerk to people while ditching spellcasting for combat maneuvers and being a smarmy scoundrel hero type.</p><p></p><p><strong>2) 3rd Party</strong></p><p>There's tons of good third party content out there. Especially for A5e. I even make some of it, myself.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9606786, member: 6796468"] Non-Magical Hero options is a big thing, yeah. Also social and exploration pillars are woefully underformed. My big one is recognizing it's a game system for telling stories and just going with it, rather than ignoring that reality to try and elevate things. Short and Long rests, for example. They're mechanics for system recovery and trying to map them to the passage of time rather than have them just be recovery mechanics was definitely 'a choice'. Hit points often being meat rather than luck or bruises is another great example of the other half of the same coin. [ATTACH type="full" size="744x1022"]398947[/ATTACH] Rather than Death Saves they should've given out wounds after you run out of HP... 3 or 4 wounds when you're out of HP and you're dead. Then have wounds stick around beyond (whatever replaces) long rests until you get proper medical care and/or stronger healing magic. Healing potions to get rid of the bumps and bruises that you get as your HP drops, but no real -harm- until you get hit at 0hp. (To be clear, no death spiral, but lingering 'failed death saves', essentially) Also guns and firearms. Yes. Guns kill people. So do swords. The difference is in the ease of use, not the damage dealing being somehow insanely higher. And both are meant to be in a game, so making guns ridiculously powerful, expensive, and rare as 'balancing mechanics' is just silly. Let the pirate have a gun that deals relatively normal damage for use in boarding actions rather than it being some ridiculous treasure that kills the Wizard in one shot. The main recommended solutions are: [B] 1) Level Up: Advanced 5th Edition.[/B] Adds in some social and a fairly solid exploration system. There's also some more Nonmagical classes. Like the Marshal and the Savant. Especially including the Voidrunner's Codex which adds Scientists, Scouts, and Troopers as even more nonmagical classes! Yeah, you might need some fluffery skills to adapt those to a more traditional fantasy setting... but they'll work just fine. The Scout, in particular, is a really cool blend of Bardic Inspiration used for being an absolute jerk to people while ditching spellcasting for combat maneuvers and being a smarmy scoundrel hero type. [B]2) 3rd Party[/B] There's tons of good third party content out there. Especially for A5e. I even make some of it, myself. [/QUOTE]
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