D&D 5E What Rule Systems Would You Like To See (More Of)?

DND_Reborn

The High Aldwin
I am curious about building a rule set for different systems in 5E, such as mounted combat, grappling/ restraining, learning skills, etc.

I know 5E has some rules on most stuff, but I am talking about expanded/ enhanced rules.

What kinds of things would you like to see more rules (and less rulings...) on?

As always, thanks for your feedback. Please do not respond if your reply is "But that was part of 5E's design on purpose, it doesn't need more rules" blah blah blah. :)

EDIT:

Just to clarify, I am looking for the systems that are already in the current rules or missing from them, to expand them or enhance those systems, not recreate/ rewrite them entirely.
 
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What about different rules - replacing what's there completely as opposed to expanding/enhancing what already exists?

One place that they left lots of design space empty, probably in the name of simplification, is advantage-disadvantage. Sure they overused it - the number of ways of getting adv or disadv need to be severely trimmed and sometimes replaced with flat bonuses or penalties - but not allowing them to stack at least to some extent is IMO a mistake. I wouldn't mind seeing occasions where you could get double adv or disadv; or you get a third roll only if the first two fail to meet some threshold but you're stuck with the third one even if it's worse than one or both of the first two.

Or...a variant on this would be to put floors or ceilings on adv-disadv rolls - e.g. if you're rolling d20 with advantage and neither roll is higher than 10, your roll becomes 10. Then, each subsequent occurrence of adv and-or disadv affecting that roll changes that floor value up or down by one.

Always having adv-disadv rolls just be a second die of the same size also leaves design space on the table. There could be cases where a particularly enhanced advantage lets you roll a bigger die as the second one (e.g. if you've super-advantage on a longsword's damage roll you'd roll d8 as the standard die and d12 as the advantage die, take the best). Enhanced disadv would make the second die instead a d6 or even d4.

That's my spitballin' for today. :)
 

What about different rules - replacing what's there completely as opposed to expanding/enhancing what already exists?

One place that they left lots of design space empty, probably in the name of simplification, is advantage-disadvantage. Sure they overused it - the number of ways of getting adv or disadv need to be severely trimmed and sometimes replaced with flat bonuses or penalties - but not allowing them to stack at least to some extent is IMO a mistake. I wouldn't mind seeing occasions where you could get double adv or disadv; or you get a third roll only if the first two fail to meet some threshold but you're stuck with the third one even if it's worse than one or both of the first two.

Or...a variant on this would be to put floors or ceilings on adv-disadv rolls - e.g. if you're rolling d20 with advantage and neither roll is higher than 10, your roll becomes 10. Then, each subsequent occurrence of adv and-or disadv affecting that roll changes that floor value up or down by one.

Always having adv-disadv rolls just be a second die of the same size also leaves design space on the table. There could be cases where a particularly enhanced advantage lets you roll a bigger die as the second one (e.g. if you've super-advantage on a longsword's damage roll you'd roll d8 as the standard die and d12 as the advantage die, take the best). Enhanced disadv would make the second die instead a d6 or even d4.

That's my spitballin' for today. :)
I spoke about it in another thread, but the way Shadow of the demon lord handles Dis/Advantage is really the best of both world. You gain Advantage or Disadvantage dice depending on the situation. They are d6s and they cancel each other. When making a roll, you also roll the given number of d6 and keep the highest roll. You add/remove (depending if its an advantage or disadvantage) to the total you rolled on your ability/attack roll.
 



New character options built on different subsystems, like a different resource cycle or way to implement powers/features.

Better rules for grid-based combat would be something cool to have. I don't want to use them on all combat encounters, but when I do want (in a boss fight, for example), I wish 5e created more opportunities for tactical interaction.
 

I've played so many CRPGs with cooking mechanics. It would awesome to have a fleshed out system where all of the crazy monsters, creatures, flora, and fauna of a fantasy world are components in fantasy cooking, producing magical effects. Similarly, an alchemy system where a whole host of consumable items can be crafted to supplement or possibly replace standard magical items would be great.
 

1. 3D6 instead of d20

2. Dualclass instead of multiclass 1-2 level cheese dips.

3. 4E healing surges after short rests rather than HD healing.

4. Adding 2 abilities to most checks/DCs

I.E. Melee attack; str+dex. Then some classes can exchange str or dex for other abilities. paladin str+cha, etc...
melee damage str×2,
melee finesse damage str+dex,
melee 2H damage str×3,
melee 2H finesse damage str+dex×2

ranged attack dex+wis
ranged damage str+dex(bows/slings)
ranged damage (crossbows) dex+wis

Spell attack/DCs

Bard: int+cha
Cleric: wis+cha
Druid: int+wis
Monk: con+wis
Fighter: int+wis
Paladin: wis+cha
Ranger: int+wis
Rogue: int+cha
Sorcerer: con+cha
Warlock: int+cha
Wizard: int+wis

skills:
Athletics: str+con
Acrobatics: str+dex
Thievery(th.tools included): dex+int
Stealth: dex+wis
Arcana,Nature,History,Religion; int×2
Animal handling:wis+cha
Medicine: int+wis
Insight: int+wis
Survival:int+wis
Perception: int+wis
Perform: cha + int or dex
Perusation/deception/intimidation: int+cha

Initiative: dex+wis

Most tools: int+wis or int+dex
Music instruments: cha+int or cha+dex

AC: dex+wis
 


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