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D&D 5E What rules would you like to see come back in 5E?

Various things I'd like to see brought back...

- re-rolled initiatives each round using something smaller than a d20
- possibility of simultaneous actions/initiatives rather than strictly turn-based
- casting times for spells, if you start a 3-segment spell on initiative 5 you'll resolve on init. 2
- no such thing as "combat casting", you get hit or disturbed while casting and the spell's lost, period
- risk in casting - lightning bolts bounce off walls, fireballs expand to fill a volume, spells like "fly" have random durations, etc.
- d% resurrection and system shock survival rolls straight from 1e
- henches, hirelings, and associate adventurers as a relatively common part of an adventuring group
- morale rules (though I find this pretty easy to wing)
- facing - a shield only protects your front and off-hand side
- cursed magic items (though also easy to wing)
- different advancement tables for different classes
- training rules where you don't get the full benefit of gaining a level until you spend some time in town and train into it
- much slower natural healing - an overnight rest gets you back a few h.p. only
- stat-based bonuses only at the ends of the bell curve - anything between about 7-14 should be +0
- rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be
- "looser" math behind the system

Lan-"the above is but the tip of an iceberg"-efan
 

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Cleric domains/spheres. So there will be some spells that sit in a universal domain/sphere that all Clerics get, but the othere domains/spheres that Clerics do/don't get access to are determined by the god that they worship.

I want a Cleric of Pelor and a Cleric of Kord to have more differences than the holy symbol they carry and the domain spells they can cast. They should feel and play differently.

This is the only proposal I'd support whole hearted.

Initiative: depends on the granularity. With well-defined actions like in 3e or 4e I prefer the static sequence.

Strictly Vancian, different progression tracks: No, just no.

To be honest, a lot of those posts express a wish to re-write 1e. Well, my tastes differ from 30 years ago; no need to pour old wine into a new wineskin.
 


I also really like the allegiance system in 3rd ed as a supplement to alignment (I think it was an optional rule from one of the later books) .
To my knowledge, it appeared only in d20 Modern, not in a D&D source.

I do, however, agree that it is a simple and highly modular approach and should be carried forward.
 


Specialty priests (or just domains being a huge deal) certainly would be nice.

I also miss monster stat blocks you can put in parentheses. Pathfinder and 4e both have these monstrous stat blocks that just aren't worth my time for most fights.

Other than that, the only thing I want back is really simple classes. I want to be able to hand a completely new player a high-level character sheet and have them be able to play effectively.

While I'm dreaming, it would be nice if each "role" had a class or build that was simple enough to do that: fighter, rogue, warlock/sorcerer, and... whatever you'd call a simple cleric. The more the merrier, really, although I certainly don't mind there being complex classes as well.

Some of the builds in 5e are getting pretty close, so I still have some hope. We'll see what they can do :)

Cheers!
Kinak
 

Specialty priests (or just domains being a huge deal) certainly would be nice.

I also miss monster stat blocks you can put in parentheses. Pathfinder and 4e both have these monstrous stat blocks that just aren't worth my time for most fights.

Cheers!
Kinak

Good grief, yes, this!

I also agree I'd like to see the return of Morale rules, and adventures built with the idea in mind some enemies might run away or surrender.
 

Cleric domains/spheres. So there will be some spells that sit in a universal domain/sphere that all Clerics get, but the othere domains/spheres that Clerics do/don't get access to are determined by the god that they worship.

I want a Cleric of Pelor and a Cleric of Kord to have more differences than the holy symbol they carry and the domain spells they can cast. They should feel and play differently.

This, a thousand times this!

Specialty priests were by far the best part of 2e, and by far the best type of cleric we've ever had. We just need good guidelines of rules for balancing them that published products actually stick to.

Morale rules. They don't have to be core. They can be an optional module, I don't mind. But, darn, can't we have morale rules please?

Yeah, seriously- morale rules are an awesome part of early D&D that just don't exist anymore and really ought to. The old BECMI system was simple and easy.

Various things I'd like to see brought back...

- henches, hirelings, and associate adventurers as a relatively common part of an adventuring group
- cursed magic items (though also easy to wing)
- much slower natural healing - an overnight rest gets you back a few h.p. only
- rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be

Agreed with all of these.

I'll add one that I want to see taken out, as well: the ridiculous "Decide after you drop a foe that you were using the flat of the blade, and by the way, there are no penalties or risks in using your sword, spear, mace, whatever for nonlethal blows."

That one's a big fat "NOPE!" to my tastes.
 

Nothing that has been mentioned in this thread. I hope all of that stays buried in the past.

I would like to see weapon mastery rules from BECMI/Rules Cyclopedia come back I loved how different abilities were tied to how skilled in a weapon you were and how the damage dice got bigger.
 


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