It's early yet, but now that we have all three core rulebooks and we've had the chance to play with them, we can start to make judgements about things in the rules that could use some revision. Note that I'm not talking about changing major aspects of the edition like bounded accuracy or psuedo-Vancian spellcasting. Rather, I'm curious what smaller rules or player/DM options you think need a little work. In other words, were there to be a D&D 5.5, what, in your opinion, should it include (or leave out)?
My personal list:
My personal list:
- A reorganized DMG. I love the content in this book, but its organization is a mess and often includes some things without rules you'd want to use them (siege weapon damage without rules for castle walls), or omits useful, basic information entirely (there's no discussion on giving out XP).
- A spell-less Ranger option. I heard that this may have been considered for the DMG but was cut - I'd love to see it, and I'd probably use it in my games.
- An additional Sorcerer bloodline. As it stands, the current options are a little specific for those of us who like building Sorcerers.
- Clearer Stealth rules. As it stands, it's sometimes hard to adjudicate hiding without DM fiat.
- A revised Grappler feat! The current version isn't very useful and the design didn't seem to take into account the Grapple/Prone combo. Grappling as a fighting style is pretty fun in 5E, so I'd like to see a better option for it.