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I like the idea of using Hit Dice as a spendable resource on things other than healing, but it has to be flavored right. I.e., I could see a "Blood Sorcerer" spending HD to fuel abilities.
I think I follow you. Would 'unstackability' be based on the caster or the target? Currently, you could layer a number of concentration spells on one target, you just need an equal number of casters. So would unstackable create a limit? (Maybe 'unstackable' spells would use attunement slots?) Could a caster put the same unstackable spell on each member of his party? That'd seem to open the door to using more pre-buffs.
By inelegant, I more accurately mean oversimplification. I think my uneasiness stems from them combining two design goals into a single rule:
1) The disruption of spells mechanic (goal: require maintaining spells, concentration checks on damage) and
2) the non-stacking mechanic (goal: reduce emphasis on quantity of buffs)
Could they have been divorced? Imagine Concentration (maintaining) and Unstackable (buff caps) as separate concepts. Some of the current concentration spells would be one or the other, or both. It would give us some of the classic and logical spell usage that is lost in this edition.
For example:
Fly (unstackable)
Detect Magic (concentration)
Confusion (concentration + unstackable)
Apologies, this is a really rough outline of the idea. Another option would have been to put the concentration spells into a few (maybe 3) broad categories to control what does and doesn't stack (unstackable within category).
It was cool in context, when items were highly available to PCs. In 5e, it'd be the kind of option a DM would have to introduce with care. 5e magic-items are back to being a lot more impactful - they can break the game, elevate one PC over others, overwhelm character concepts, even when working perfectly they make a PC 'just better' - they're properly a DM resource.One of the things I would love to see is the return of disenchanting and residuum in the magic item creation system.
I'd suggest the other two pillars of the game: exploration and social. Both of these could use sound mechanical treatments, along with something for different classes to do in them.
I'd also add downtime to that: an optional minigame of how to spend your time when you're not adventuring.
I agree, I think the "systems" are more "features" and are developed fairly enough to be applied well to any applicable situation.
Exploration has always been poorly handled in D&D, left mostly up to random rolls of the dice, which for some folks gets dry and repetitive very quickly.
Social systems have likewise been limited largely to charismatic characters, leading to parties needing a "face" and leaving little for other characters to do when the talking starts.