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General Tabletop Discussion
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What would you like to see in a "revised edition" of 5E?
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<blockquote data-quote="DaveDash" data-source="post: 6469730" data-attributes="member: 6786202"><p><strong>General DM stuff:</strong></p><p>I think the CR/encounter building system needs more work. They need to do a revision of all the monsters in the MM based on the DMG guidelines and revise CR accordingly. Either that, or have a completely separate system for handing out experience for players. </p><p>More guidelines for building non combat encounters.</p><p>More guidelines on how player levels relate to CR, and more guidelines on how spell casting levels can impact CR (like third edition). How do I quickly build a NPC with class levels and assign a CR? Using the monster building guidelines results in very low CR NPC's, I don't think they've given enough thought to how spells and abilities can effect CR.</p><p>More quick and easy rules for adding or removing CR's to monsters. The system is clunky. I want a quicker way of adding/removing CR's to elementals, dragons, etc without having to use a fricken spreadsheet.</p><p>Templates. What does Undead do to something? What about demon, devil? Incorporeal? I don't want to have to reverse engineer all this from the monsters manual, and some of it is inconsistent. </p><p>More random encounter tables than just one. I don't have the time or patience to make my own.</p><p></p><p><strong>Skills</strong></p><p>I think skills need some more fleshing out. Even more so than the additional guidance in the DMG. For example, examples of jumping beyond your jump range, and some suggestions around some DC's. Hiding is obviously a big one that causes a lot of confusion.</p><p>More details on passives. Does my Wizard use his passive arcana skill to detect magical traps? Seems silly.</p><p></p><p><strong>Feats:</strong></p><p>Sharpshooter - remove the "ignores cover" rule. Make damage -5/+5</p><p>Great Weapon Master - Make damage -5/+5</p><p>Crossbow Expert: Remove the ability to attack from melee without disadvantage. Make it clear that you cannot use a shield and gain the additional attack.</p><p>Clear up how somatic components work with divine casters. And make part of warcaster a class feature for gish type classes (Eldritch Knight etc).</p><p></p><p><strong>Spells:</strong></p><p>Bless: Make it give a bonus to saves only.</p><p>Force cage: Requires concentration. Creatures can get a Dex save to dive out of the way.</p><p>Wall of Force: Make it explicit that if something is too big to fit inside naturally, you can't trap it. Dex save to dive out of the way.</p><p>Faerie Fire: Make this level 2.</p><p>Leomund's Tiny Hut: Change wording so NOTHING can attack in and out of it.</p><p>Shape change and True Polymorph need a review.</p><p>Etherealness: Spells cast on the ethereal plane disappear when you come back to the prime plane and vice versa.</p><p>Contagion: Clear up the rules on when the enemy makes a save, or definitely rework the CON disease to remove the stun on damage.</p><p>Ritual casting should add more than 10 minutes.</p><p>Familiars should be a once/day thing, or drain the hit point maximum of their owner when they die (healed after a long rest). It's too easy to scout with these things and throw them into dangerous situations because you can summon them every hour or so. The owl's flyby attack also needs a nerf.</p><p></p><p><strong>Classes:</strong></p><p>Sorcerer: Let them have access to all meta magic feats over time, instead of being limited.</p><p>Eldritch Knights abilities are pretty meh. There's little point in ever playing one over a multi class Fighter/Arcane Caster until the very top tier of play.</p><p></p><p><strong>Combat Actions & Skills:</strong></p><p><strong></strong>Remove all skill bonuses from combat actions like Grapple/Shove, with expertise this really breaks bounded accuracy, e.g. having +14 to grapple or shove. Grapple/Shove/Etc should be pure Str and Dex. Either that or give us more rules around grappling to give monsters a better chance of being shoved over all the time by Bards.</p><p>I feel that the help action is too easily abused. Should be a saving throw in there or something.</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6469730, member: 6786202"] [B]General DM stuff:[/B] I think the CR/encounter building system needs more work. They need to do a revision of all the monsters in the MM based on the DMG guidelines and revise CR accordingly. Either that, or have a completely separate system for handing out experience for players. More guidelines for building non combat encounters. More guidelines on how player levels relate to CR, and more guidelines on how spell casting levels can impact CR (like third edition). How do I quickly build a NPC with class levels and assign a CR? Using the monster building guidelines results in very low CR NPC's, I don't think they've given enough thought to how spells and abilities can effect CR. More quick and easy rules for adding or removing CR's to monsters. The system is clunky. I want a quicker way of adding/removing CR's to elementals, dragons, etc without having to use a fricken spreadsheet. Templates. What does Undead do to something? What about demon, devil? Incorporeal? I don't want to have to reverse engineer all this from the monsters manual, and some of it is inconsistent. More random encounter tables than just one. I don't have the time or patience to make my own. [B]Skills[/B] I think skills need some more fleshing out. Even more so than the additional guidance in the DMG. For example, examples of jumping beyond your jump range, and some suggestions around some DC's. Hiding is obviously a big one that causes a lot of confusion. More details on passives. Does my Wizard use his passive arcana skill to detect magical traps? Seems silly. [B]Feats:[/B] Sharpshooter - remove the "ignores cover" rule. Make damage -5/+5 Great Weapon Master - Make damage -5/+5 Crossbow Expert: Remove the ability to attack from melee without disadvantage. Make it clear that you cannot use a shield and gain the additional attack. Clear up how somatic components work with divine casters. And make part of warcaster a class feature for gish type classes (Eldritch Knight etc). [B]Spells:[/B] Bless: Make it give a bonus to saves only. Force cage: Requires concentration. Creatures can get a Dex save to dive out of the way. Wall of Force: Make it explicit that if something is too big to fit inside naturally, you can't trap it. Dex save to dive out of the way. Faerie Fire: Make this level 2. Leomund's Tiny Hut: Change wording so NOTHING can attack in and out of it. Shape change and True Polymorph need a review. Etherealness: Spells cast on the ethereal plane disappear when you come back to the prime plane and vice versa. Contagion: Clear up the rules on when the enemy makes a save, or definitely rework the CON disease to remove the stun on damage. Ritual casting should add more than 10 minutes. Familiars should be a once/day thing, or drain the hit point maximum of their owner when they die (healed after a long rest). It's too easy to scout with these things and throw them into dangerous situations because you can summon them every hour or so. The owl's flyby attack also needs a nerf. [B]Classes:[/B] Sorcerer: Let them have access to all meta magic feats over time, instead of being limited. Eldritch Knights abilities are pretty meh. There's little point in ever playing one over a multi class Fighter/Arcane Caster until the very top tier of play. [B]Combat Actions & Skills: [/B]Remove all skill bonuses from combat actions like Grapple/Shove, with expertise this really breaks bounded accuracy, e.g. having +14 to grapple or shove. Grapple/Shove/Etc should be pure Str and Dex. Either that or give us more rules around grappling to give monsters a better chance of being shoved over all the time by Bards. I feel that the help action is too easily abused. Should be a saving throw in there or something. [/QUOTE]
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What would you like to see in a "revised edition" of 5E?
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