D&D 5E What mechanic/feature/etc. would you like to see more utilized in 5E?


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I'd also quite like to see the various tiers differentiated more, so that the PCs do different things in each (rather than the same things but with a power jump at key levels). So, for instance, the apprentice tier would be very much about learning the ropes, the next tier could be about advancing within a faction (or defiantly standing alone), the next about building a kingdom/religious order/arcane school/whatever, and then the last about changing the world.

(This, of course, marries up with 4e's paragon paths and epic destinies. That's not entirely coincidental. :) )
 

Return of the Bloodied condition and effects that work off it.

Also, I would like to see non-hit point effect riders (as bonus actions) for martial effects so there’s more dynamics than “close and beat the opponent silly”.

Options for the rogue to trade sneak attack dice for effect/condition riders.

Disarming having a more significant effect than current.
 

Other uses for all dice pools/limited use "points": hit dice, sneak attack dice, spell points. In my games I have a tendency to give characters new abilities in addition to (and often in place of) magic items, and these often key off other limited resource mechanics. ESPECIALLY spell points for sorcerers, the most egregious missed opportunity in the 5e (IMHO). What a simple and obvious way to add some flavor and utility back to a class that can be lacking in each.

For example, shadow sorcerers burning spell points to get advantage on stealth checks, storm sorcerers using SP to use that short range fly effect without casting a spell, divine sorcerers to add more healing to their spells, etc.
 

I'm a bit against the concept of this thread. It leads to so many bad decisions. The number one example is the HORRIBLE uses of exhaustion as the penalty for dropping to zero, simply because it was an easy to reach for and underused mechanic, without actually examining WHAT the mechanic did and how it would impact the game. (Hint: Is the correct penalty for falling in combat making the PC want to use combat to solve all future issues because the 1st level of exhaustion hurts every other solution but barely impacts combat? Hint #2: Are you applying a long lasting penalty to the character that deserves it in the majority of cases? Hint #3: Do you want to apply a long term penalty to players willing to support others by playing a front-liner, sicne they go down more often?)

Or misguided saying "let's use HD for more" without ever analizing HD usage and that some characters will use a lot more of it as HD and therefore would be imbalanced by their new subsystem. (Hint: Does a front-line battlemaster and an archer battlemaster get hit the same amount?)

The whole concept that a mechanic should be used more because it's underused is actively misleading. A mechanic should be used more because it does what you want it to do. No more, no less. How used a mechanic is or isn't just isn't part of the equation for good rules.
 



In one of the playtest packets, superiority dice were a universal martial mechanic. Personally, I found it kinda boring to be honest. It’s a good mechanic, but it doesn’t need to be every martial class’s whole deal.
Yeah I wouldn’t want to get rid of fighting styles or make maneuvers the only way to engage in combat. I’d probably only make them a core feature of fighters and monks but I can think of a subclass for almost every class that should have them.
 

I like the idea of a Rogue-type class which uses "sneak attack" dice for other purposes, like boosts to ability checks, extra healing for allies, etc.
I like that idea a lot. I'm thinking a series of bonuses you can "turn on" by giving up X dice from your sneak attack pool as long as they are active. Specifically I'm thinking many of the different conditions that could be inflicted at varying cost.
 

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