Hussar
Legend
So much this. All the issues about pacing and encounters lasting too long go away.Default morale score for monsters and NPCs as well as guidelines for using them.
So much this. All the issues about pacing and encounters lasting too long go away.Default morale score for monsters and NPCs as well as guidelines for using them.
Waaay back when 4e was about to be released, a friend of mine went to DragonCon and apparently asked someone at the WotC table what was a selling point for 4e. According to my friend, the person paused and then said "the grappling rules are better."My totally serious suggestion is the 3 / 3.5 Grapple Rules. I've heard such wonderful things about them)))
from basic: fewer choices and abilities when you level up
runs away from riotous crowd
An actual Habitat/Ecology section for each monster.
For wizards, a roll to see if you can learn a spell. For clerics, "spheres" (or a tag system) which indicate what spells their individual gods will or won't grant.
Familiars that get better as you go up in level. They don't need to be super-duper, but something more than a 1 hp-wonder with animal intelligence would be preferable.
A stronger differentiation in the spells for each class. If I'm phrasing that right. Yes, there are some spells that warrant being in multiple classes, but I think most spells should only belong to one, maybe two classes.
There's probably more.
1. Paladins have to be lawful goodWhat stuff from 3.5e/3e/2e/1e/od&d should go into 5.5e?
Since there is a thread on what from 4e should go into 5.5e, I thought a thread for what from every other edition before 4e and 5e should go into 5.5e.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.