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D&D 5E What Single Thing Would You Add


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Reynard

Legend
It my experience it is.

I was responding to the statement that it was a "truism" that fighters were for people that wanted simple play options and wizards were for people that wanted complex play options. That is NOT a truism. It is a stereotype that does not bear out under any real scrutiny. I mean, how many "complex fighter" classes have we had throughout the editions to satisfy people that wanted martial characters with plenty of fiddly options? And the original sorcerer in 3E existed specifically as an option for people that wanted a simpler caster.
 

overgeeked

B/X Known World
What I don't understand is why it's desirable for them to not use the big guns right away in a fight. I understand holding some power in reserve for, you know, later fights due to the danger of the monster-riddled environment. But why should you not hit a deadly opponent as hard as you can?
Because it leads to problems. Either you have to cram in several fights per long rest, i.e. alway dungeon crawl, or fights become trivial, or the DM has to ramp up the difficulty of fights to near or beyond deadly every time. Each of these has problems of its own.
 

Oofta

Title? I don't need no stinkin' title.
I was responding to the statement that it was a "truism" that fighters were for people that wanted simple play options and wizards were for people that wanted complex play options. That is NOT a truism. It is a stereotype that does not bear out under any real scrutiny. I mean, how many "complex fighter" classes have we had throughout the editions to satisfy people that wanted martial characters with plenty of fiddly options? And the original sorcerer in 3E existed specifically as an option for people that wanted a simpler caster.
Depends on the style of fighter. Some people want dirt simple (champion fighter, no feats) others want more complex.

You can do a very simple fighter or rogue, you can do complex ones. Wizards and the like are pretty much always going to be more complex.
 

Mind of tempest

Adventurer
That's not true. Mostly it is about EDIT [[laziness]] THAT WAS NOT OKAY OF ME at the table -- or, more charitably, an interest in drama and action over simulation. AD&D had a huge amount of weapon detail in it (due to Gygax's interest in such things) and if employed those details actually mattered. But people did not like having to do any additional math (or something) so those bits got slowly removed from the game until we are left with handedness and damage as the only important traits.
then what would be needed is a super-easy way to do it like enemy weak the blunt lets you add another dice to every successful hit, player's love it when they can punch above the weight class.
 

Reynard

Legend
Depends on the style of fighter. Some people want dirt simple (champion fighter, no feats) others want more complex.

You can do a very simple fighter or rogue, you can do complex ones. Wizards and the like are pretty much always going to be more complex.
Emphasis mine.

Yes. Exactly.
 

Oofta

Title? I don't need no stinkin' title.
Because it leads to problems. Either you have to cram in several fights per long rest, i.e. alway dungeon crawl, or fights become trivial, or the DM has to ramp up the difficulty of fights to near or beyond deadly every time. Each of these has problems of its own.
I do have 5-10 fights between long rests by using the alternative rules for short rest being overnight and long rest being a week. Fits my concepts of healing and pacing better.

They had to make some assumptions for balancing out PCs of various classes. I don't think they necessarily have the balance correct, but I don't think there is a perfect solution.
 




Asisreo

Archdevil's Advocate
I'm working on new abilities that everyone will have access to but also martials will have the most benefit from them.

If anyone's familiar with SMT, also their spinoffs Persona, they feature "Physical Skills" which do significantly more damage than a regular attack but it costs the user a fraction of their HP to use it.

I was thinking of making a system similar to this one.

For example, a character gets to choose 3 physical skills for their character at any time. Some are locked off by level and usually have other prerequisites. You can only use any physical skill once per turn, so you can't lunge and cleave even when you have extra attack. Here's some examples:

Lunge (1st level): When you make a melee weapon attack that deals piercing damage, add 1d10 to the damage dice. You then take 3 damage. You must have at least 4 HP to use this skill.

Cleave (2nd level): When you make a melee weapon attack that deals slashing damage, add 2d10 damage to the attack, you then take 6 damage. You must have at least 7 HP to use this skill.

Headbutt (6th level): When you make a melee weapon attack that deals bludgeoning damage, replace the original damage with 4d10 bludgeoning damage. Do not add your strength or dexterity to the damage. The target must succeed a Wisdom saving throw with save DC equal to 8+STR+Proficiency or be stunned until the end of their next turn. You take 22 damage. You must have at least 23 HP to use this skill.

Lucky Punch (7th level): When you make an unarmed strike against an enemy, you can have advantage on the attack and the enemy takes an extra 2d10 bludgeoning damage. You then take 6 damage. You must have 7 HP to use this skill.

Triple Down (11th level): When you take the attack action and hit with a ranged weapon attack, make two more attack rolls and damage rolls for the weapon. Every creature that you choose in a 10ft radius of your target also gets hit with the three attacks. You take an extra 55 damage. You must have at least 56 HP to use this skill.

Sword Dance (16th level): When you take the attack action and wield a sword, you can use your bonus action to gain advantage on all attacks. When you hit with an attack with your sword on this turn, you can do an extra 18d10 damage of the sword's type once per turn to the target. If you get a critical, triple the damage dice. You then take 99 damage. You must have at least 100 HP to use this skill.

One-Shot Kill (17th level): When you take the attack action and make a ranged weapon attack with a weapon that has the ammunition property, you can use your bonus action to have advantage on the attack and it counts as a critical on a roll of 19-20. The enemy takes an extra 10d10 damage. If you get a critical hit, triple the damage dice. You then take 77 damage. You must have at least 78 HP to use this skill.


This is all very rough but its the type of stuff I'd love to see in some form of extra abilities for martials. Its not meant to fix anything but it would tickle my risk-reward factor. And yes, skills are meant to be obsolete the higher level you are and there are much more I would add then these 7.
 



Sithlord

Explorer
Came here to say this one, and I'll add in special materials and weapon qualities a la 3.x. special materials kind of exist in 5e (some monsters can be damaged by magic or silvered weapons, for example), but I liked the greater application of the idea in 3.x.
I want that too. But I fear 5E is not granular enough. I been trying thinking of ways to have masterwork and grandmaster work items.
 

Lanefan

Victoria Rules
I'm working on new abilities that everyone will have access to but also martials will have the most benefit from them.

If anyone's familiar with SMT, also their spinoffs Persona, they feature "Physical Skills" which do significantly more damage than a regular attack but it costs the user a fraction of their HP to use it.

I was thinking of making a system similar to this one.

For example, a character gets to choose 3 physical skills for their character at any time. Some are locked off by level and usually have other prerequisites. You can only use any physical skill once per turn, so you can't lunge and cleave even when you have extra attack. Here's some examples:

Lunge (1st level): When you make a melee weapon attack that deals piercing damage, add 1d10 to the damage dice. You then take 3 damage. You must have at least 4 HP to use this skill.

[...etc....]

This is all very rough but its the type of stuff I'd love to see in some form of extra abilities for martials. Its not meant to fix anything but it would tickle my risk-reward factor. And yes, skills are meant to be obsolete the higher level you are and there are much more I would add then these 7.
The one change I'd make would be to modify the minimum hit point requirements such that while your maximum needs to be high enough to gain the skill in the first place your current hit points can be whatever, to give the option of a suicide strike in a dire situation.
 

DeviousQuail

Explorer
Give Humans subraces. The core human can have the +1 to two stats, a language, and a skill. The subraces can then branch out into things like personality, unique characteristics, geography, bloodline/clan, destiny, etc. We've got an elf for every biome, enough tiefling options to make Dr. Moreau blush, but only two boring (imo) options for humans.
 


A more elabotated skill system a la skills and powers.
It should not be difficult to allow taking half proficiencies in skills or just giving one skill point per proficiency and allow them to allocate as desired.
 


jgsugden

Legend
Not a pure addition, but a replacement: Lose feats and replace them with boons.

PCs would not gain feats in place of an ASI, but instead would be granted boons by powers for their part in completing epic stories. It might be granted by a God, an Archfiend, an Archfey, a Genie, etc... or the product of self development - but the key difference would be that it would be more like found treasure - picked by the DM - than feats selected by the player. As a storytelling tool, and as a hook for adventures, giving boons is really cool. I do it now. Making it replace the role of feats would also help DMs balance the party power levels a bit more to help share the spotlight. If Bob makes an optimized combat PC and Doug makes a 'face of the party' PC with limited combat ability, this would allow the DM to limit how much Bob is able to keep focusing on combat, or Doug is able to focus on manipulating NPCs, and encouraging breadth of capabilities to allow PCs to participate in a wider range of activites in D&D.
 

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