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D&D 5E What needs to be fixed in 5E?

I'd like to see less power slots at higher levels and elimination of daily powers.

The number of choices with the decision on when to use daily powers can really contribute to long turns when you have a couple players that are prone to AP.

In combination with the eliminate of daily powers, I'd prefer more miss results on encounter powers.


I've been playing Gamma World for the last several weeks and I prefer the quicker combat style that is present there. Actually, Gamma World introduced a number of changes that I really enjoy.
 

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[Armor throughout the editions...]
A possible solution:

Further abstract armor down to three types: light, heavy, shield. And, of course, 'none.'

Light: +2 AC
Heavy: +4 AC, -1 move
Shield: +2 AC, -2 DEX checks.

Agreed on the increased abstraction. I'd personally go further and say that it doesn't affect your binary defence at all ("am I hit or missed") but affects the damage caused through things like reduce to 1/2 damage 1/enc, crit->normal hit 1/enc, or even give the actual shield a benefit similar to the Shield spell, and allow a +4 to your AC once / round. But I'll admit that might be a little too radical.


Then, just allow the character's best stat mod to add to AC. OK, it's a bit of a stretch, but it's simple. You could rationalize it - DEX lets you dodge, STR makes you better at parrying, WIS spots attacks, INT formulates defensive strategies, CHA bluffs the other guy into being too cautious, CON keeps your defenses up as the fight progresses.

Rather than the "the character's best stat mod", I'd prefer to just say +4. For defences, attacks, or whatever. Most characters will have that anyway, and those that have +3 are more balanced across their stats so get a +1 synergy bonus :-). Those that have +5 lose out, but you can rationalize giving them a -1 penalty because their other stats are the new limiting factor. (But maybe I'm just sick of the cleric melee basic attacking "with my charisma" being better than my fighter's MBA. :-))
 

I'd like to see less power slots at higher levels and elimination of daily powers.

You mean like at low levels, your most powerful powers are limited per day...but then you gain a few levels, and the low-level daily powers become usable more often and the next tier of powers become limited per day. A few more, and all the weakest powers become at-wills.

Something like that?
 

You mean like at low levels, your most powerful powers are limited per day...but then you gain a few levels, and the low-level daily powers become usable more often and the next tier of powers become limited per day. A few more, and all the weakest powers become at-wills.

Something like that?

Like Shadow Magic from late 3.5?

I loved the idea behind that system.
 

My current ideas are
1. less conditions and make them meaningful
2. no 1/2 level to skills, make it 3.5 with less skills and training, use the 4e skill list plus profession X, to cover any skill not on the list.
3. Remove feats
4. Make the math around the average fight should be 3 rounds, only boss fights should be 5.
5. use 3.5 multi-classing
6. Dailies are now action point powers, spend X Action Points to use the power.
7. Less healing surges

I also think skill challenges, crafting, and incantations need work but I dont have a solid grasp on how to fix it.
 
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You mean like at low levels, your most powerful powers are limited per day...but then you gain a few levels, and the low-level daily powers become usable more often and the next tier of powers become limited per day. A few more, and all the weakest powers become at-wills.

Something like that?

Partially, I'd definitely like less powers at higher levels more in line with what you have at perhaps mid to high heroic tier but I did truly mean no daily powers at all.

Just at-will powers with generally only a hit effect and encounter powers with a hit and miss effect.

Some of the guys I play with really stress when to use daily powers and others just blow them all in the first battle and then have nothing left. Take them out of the equation.
 

1) Trim down the number of conditions you need to track, and also unify the mechanic so it's always the end of your next turn (or end of the power user's next turn, or save ends)

2) Make a single big combat a day option a viable one if you want it - that's always been how I've gamed since the late 70s, one big encounter per day. The climactic showdown with the BBEG should be with both sides at full strength, not with the players having expended most of their powers just to get there. The big showdown where both sides get to show off their "A" game. I don't want to have the Super Bowl with one side well rested, and the other side having been banged up from having played on Sunday morning the day of the Super Bowl. (However, I think multiple encounter days are a great prelim to Super Sunday...)

3) I like the idea behind healing surges and the fact that they eliminate the 15 minute adventuring day, but I think they're too easy to use and too plentiful. It doesn't bother me that they can be invoked through other means besides Divine magic.

4) Most importantly - eliminate the dependence on magic items. Make disposable items like healing potions and scrolls to be consumable items that are more common. Permanent magic items (weapons, implements, etc) should be rare and special. Both 3E and 4E have made it so magic items are not special anymore - they're necessary tools for the job. If I had known about inherent bonuses before I started my current 4E game, I would have used them.
 


Some of the guys I play with really stress when to use daily powers and others just blow them all in the first battle and then have nothing left. Take them out of the equation.
Personally, I like an element of swinginess. It adds personality to the game...or at least, to individual PCs.

Were I to implement a Shadowmagic style power structure, I wouldn't do it across the board, just for one class, or for a set of classes that all had a common power source.

Like Shadow.
 


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