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<blockquote data-quote="ren1999" data-source="post: 6471122" data-attributes="member: 85179"><p>5th Edition is much more manageable than other editions. It is a positive step in making the game fun and playable again.</p><p></p><p>The best thing about it is the short combat duration.</p><p></p><p>The skill system is great.</p><p></p><p>But here is what I would do to make this game even better.</p><p></p><p>EDITED because my thoughts are as much as a disorganized mess as what we are trying to fix.</p><p></p><p>The Race Variant </p><p></p><p>Dragonborn, Half</p><p>Languages: Common, Draconic</p><p>Resistance: Resistant to 1 damage type</p><p>Trait: Breath weapon only 1 target, according to the spell variant rules, damage </p><p></p><p>according to the class variant rules</p><p>Senses: DarkVision 120 ft.</p><p>Size: Medium 5x5 ft. averaging 6 feet tall</p><p>Speed: 30 ft.</p><p></p><p>Elf</p><p>Languages: Common, Elvish</p><p>Resistance: immune to sleep</p><p>Saving Throws: save versus charm at advantage</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft. averaging 6 feet tall</p><p>Speed: 35 ft.</p><p></p><p>Elf, Half</p><p>Languages: Common, Elvish, 1 other language</p><p>Resistance: immune to sleep</p><p>Senses: DarkVision 30 ft.</p><p>Size: Medium 5x5 ft. averaging 5.5 feet tall</p><p>Speed: 30 ft. </p><p></p><p>Dwarf</p><p>Languages: Common, Dwarvish</p><p>Resistance: resistant to poison</p><p>Saving Throws: save versus poision at advantage</p><p>Senses: DarkVision 120 ft.</p><p>Size: Medium 5x5 ft.</p><p>Speed: 25 ft. </p><p></p><p>Halfling(Gnome)</p><p>Languages: Common, Halfling(Gnomish)</p><p>Saving Throws: save versus fear at advantage</p><p>Size: Small 2.5x2.5 ft. averaging 3 feet tall</p><p>Speed: 25 ft. </p><p>Trait: Moves through a larger being's space</p><p>Trait: Can try to hide behind a larger being</p><p></p><p>Human</p><p>Languages: Common, 1 other language</p><p>Saving Throws: save versus poison or fear or charm at advantage</p><p>Size: Medium 5x5 ft. Averaging 5 feet tall</p><p>Speed: 30 ft.</p><p>Trait: +1 to an ability(max 20)</p><p>Trait: +1 to another ability(max 20)</p><p></p><p>Orc, Half</p><p>Languages: Common, Orc</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft. Averaging 6 feet tall</p><p>Speed: 30 ft. </p><p>Trait: 0 hit points becomes 1 hit point</p><p>Trait: Critical hit on a roll of 19 or 20(max 18, 19, or 20)</p><p></p><p>Tiefling, Half</p><p>Languages: Common, Infernal</p><p>Resistance: resistant to fire</p><p>Senses: DarkVision 60 ft.</p><p>Size: Medium 5x5 ft. Averaging 5 feet tall</p><p>Speed: 30 ft. </p><p>Trait: +1 to an ability(max 20)</p><p></p><p>The Class Variant</p><p></p><p>The Martial Class</p><p>Ability Increase: Strength+1(max 20)</p><p>Proficiencies: Strength+Proficiency</p><p>Armor: Proficient with all armor. Start at Scale, upgrade to Banded(Splint), </p><p></p><p>then Plate with increasing wealth</p><p>Skills: Athletics+Expertise</p><p>Skills: 2 Skills+Proficiency(more than 3 skills, keep stats and move to the </p><p></p><p>Skilled class table.</p><p>Hit Points: Starting hit points are 12+constitution modifier</p><p>Hit Points: Each higher level hit points are 1d12(or 7 if the roll is lower than </p><p></p><p>7)+constitution modifier</p><p>Damage: 1d12+strength modifier two-handed weapon damage</p><p>Damage: 1d6+strength modifier primary weapon damage 1/2 of 1 Action</p><p>Damage: 1d6 secondary weapon damage 1/2 of 1 Action</p><p></p><p>The Skilled Class</p><p>Ability Increase: Dexterity+1(max 20)</p><p>Proficiencies: Dexterity+Proficiency</p><p>Armor: Proficient with up to Hard Leather armor. Start at Padded, upgrade to </p><p></p><p>Soft Leather, then Hard Leather with increasing wealth</p><p>Skills: (Rogue)Stealth+Expertise</p><p>Skills: (Ranger)Survival+Expertise</p><p>Skills: 4 Skills+Proficiency</p><p>Hit Points: Starting hit points are 10+constitution modifier</p><p>Hit Points: Each higher level hit points are 1d10(or 6 if the roll is lower than </p><p></p><p>6)+constitution modifier</p><p>Damage: 1d10+strength modifier two-handed weapon damage</p><p>Damage: 1d6+strength modifier primary weapon damage 1/2 of 1 Action</p><p>Damage: 1d4 secondary weapon damage 1/2 of 1 Action</p><p></p><p>The Mixed Class</p><p>Ability Increase: Wisdom+1(max 20)</p><p>Proficiencies: Wisdom+Proficiency</p><p>Armor: Proficient with up to Ring armor. Start at Studded, upgrade to Chain, </p><p></p><p>then Ring with increasing wealth</p><p>Skills: (Cleric, Druid)Religion+Expertise</p><p>Skills: 2 Skills+Proficiency</p><p>Hit Points: Starting hit points are 8+constitution modifier</p><p>Hit Points: Each higher level hit points are 1d8(or 5 if the roll is lower than </p><p></p><p>5)+constitution modifier</p><p>Damage: 1d8+strength modifier two-handed weapon damage</p><p>Damage: 1d4+strength modifier primary weapon damage 1/2 of 1 Action</p><p>Damage: 1d4 secondary weapon damage 1/2 of 1 Action</p><p>Spell Damage or Healing: 1d8 to 1 target, at-will</p><p></p><p>The Casting Class</p><p>Ability Increase: Intelligence+1(max 20)</p><p>Proficiencies: Intelligence+Proficiency</p><p>Armor: Proficient with abjuration spells and abjuration jewelry Skills: Arcana</p><p></p><p>+Expertise</p><p>Skills: 2 Skills+Proficiency</p><p>Hit Points: Starting hit points are 6+constitution modifier</p><p>Hit Points: Each higher level hit points are 1d6(or 4 if the roll is lower than </p><p></p><p>5)+constitution modifier</p><p>Damage: 1d6+strength modifier two-handed weapon damage</p><p>Damage: 1d4+strength modifier one-handed weapon damage</p><p>Spell Damage: 1d6 to 1 target or a 10x10 cubic foot area</p><p></p><p>Weapons</p><p>Combination weapons like Axe/Spear/Hammer would be priced out of the character's </p><p></p><p>starting wealth range. These weapons must be crafted for the character.</p><p></p><p>Armor</p><p>Martial classes would be able to afford Scale armor but Splint/Banded/Plate </p><p></p><p>armor would be priced out of the starting wealth range. Armor will need to be </p><p></p><p>customized so it can't just be taken by a monster.</p><p></p><p>The Spell Variant</p><p>All spells start at a range of 30 feet.</p><p>Spells targeting 1 being are at-will cantrips with no per day restrictions.</p><p>The dedicated Casting class can cast the spell with an area of 10x10 cubic feet </p><p></p><p>1 time per day. +1 time at 5th, 10th, 15th, and 20th level.</p><p>The Mixed class can exclusively cast Life Spells.</p><p>Spell damage or healing starts at 1d6 and increases +1d6 at 5th, 10th, 15th, and </p><p></p><p>20th level.</p><p></p><p>Weapons</p><p>Combination weapons like Axe/Spear/Hammer would be priced out of the character's </p><p></p><p>starting wealth range. These weapons must be crafted for the character.</p><p></p><p>Armor</p><p>Martial classes would be able to afford Scale armor but Splint/Banded/Plate </p><p></p><p>armor would be priced out of the starting wealth range. Armor will need to be </p><p></p><p>customized so it can't just be taken by a monster.</p><p></p><p>spells start at a range of</p><p>30 ft. and increase +5 ft. every level.</p><p>The spell area starts at 10x10 ft. and</p><p>increases +5 ft. @ 5th, 10th, 15th, 20th lvl.</p><p>Spells with 1 target should be at-will Cantrips.</p><p>The same spell cast on an area by the Dedicated Caster Class should be 1/day at </p><p></p><p>1st level,</p><p>+1/day at 5th, 10th, 15th, 20th lvl.</p><p>Spell damage or healing should start at 1d6 and increase 1d@5,10,15,20th lvl.</p><p></p><p>Level-Up Rewards Variant</p><p>+1 to 2 different ability scores(max 20)</p><p>or +2 to 1 ability score(max 20)</p><p>or 1 ability+proficiency</p><p>or 1 ability with proficiency upgraded to +expertise</p><p>or +1 action(max 5) (actions and reactions should be told by the player to the </p><p></p><p>DM immediately or most of the actions are lost)</p><p>or +1 reaction(max 5)</p><p>or +1 spell</p><p>or +1 feat(maneuver)</p><p>or +1 skill, if a martial class has more than 3 skills, the martial class keeps </p><p></p><p>her stats and moves to the skilled class table</p><p>or 1 skill+proficiency</p><p>or 1 skill with proficiency upgraded to skill+expertise</p><p>or critical hit on a roll of 19, 20</p><p>or if the character crits and 19, 20 upgrades to 18, 19, 20</p></blockquote><p></p>
[QUOTE="ren1999, post: 6471122, member: 85179"] 5th Edition is much more manageable than other editions. It is a positive step in making the game fun and playable again. The best thing about it is the short combat duration. The skill system is great. But here is what I would do to make this game even better. EDITED because my thoughts are as much as a disorganized mess as what we are trying to fix. The Race Variant Dragonborn, Half Languages: Common, Draconic Resistance: Resistant to 1 damage type Trait: Breath weapon only 1 target, according to the spell variant rules, damage according to the class variant rules Senses: DarkVision 120 ft. Size: Medium 5x5 ft. averaging 6 feet tall Speed: 30 ft. Elf Languages: Common, Elvish Resistance: immune to sleep Saving Throws: save versus charm at advantage Senses: DarkVision 60 ft. Size: Medium 5x5 ft. averaging 6 feet tall Speed: 35 ft. Elf, Half Languages: Common, Elvish, 1 other language Resistance: immune to sleep Senses: DarkVision 30 ft. Size: Medium 5x5 ft. averaging 5.5 feet tall Speed: 30 ft. Dwarf Languages: Common, Dwarvish Resistance: resistant to poison Saving Throws: save versus poision at advantage Senses: DarkVision 120 ft. Size: Medium 5x5 ft. Speed: 25 ft. Halfling(Gnome) Languages: Common, Halfling(Gnomish) Saving Throws: save versus fear at advantage Size: Small 2.5x2.5 ft. averaging 3 feet tall Speed: 25 ft. Trait: Moves through a larger being's space Trait: Can try to hide behind a larger being Human Languages: Common, 1 other language Saving Throws: save versus poison or fear or charm at advantage Size: Medium 5x5 ft. Averaging 5 feet tall Speed: 30 ft. Trait: +1 to an ability(max 20) Trait: +1 to another ability(max 20) Orc, Half Languages: Common, Orc Senses: DarkVision 60 ft. Size: Medium 5x5 ft. Averaging 6 feet tall Speed: 30 ft. Trait: 0 hit points becomes 1 hit point Trait: Critical hit on a roll of 19 or 20(max 18, 19, or 20) Tiefling, Half Languages: Common, Infernal Resistance: resistant to fire Senses: DarkVision 60 ft. Size: Medium 5x5 ft. Averaging 5 feet tall Speed: 30 ft. Trait: +1 to an ability(max 20) The Class Variant The Martial Class Ability Increase: Strength+1(max 20) Proficiencies: Strength+Proficiency Armor: Proficient with all armor. Start at Scale, upgrade to Banded(Splint), then Plate with increasing wealth Skills: Athletics+Expertise Skills: 2 Skills+Proficiency(more than 3 skills, keep stats and move to the Skilled class table. Hit Points: Starting hit points are 12+constitution modifier Hit Points: Each higher level hit points are 1d12(or 7 if the roll is lower than 7)+constitution modifier Damage: 1d12+strength modifier two-handed weapon damage Damage: 1d6+strength modifier primary weapon damage 1/2 of 1 Action Damage: 1d6 secondary weapon damage 1/2 of 1 Action The Skilled Class Ability Increase: Dexterity+1(max 20) Proficiencies: Dexterity+Proficiency Armor: Proficient with up to Hard Leather armor. Start at Padded, upgrade to Soft Leather, then Hard Leather with increasing wealth Skills: (Rogue)Stealth+Expertise Skills: (Ranger)Survival+Expertise Skills: 4 Skills+Proficiency Hit Points: Starting hit points are 10+constitution modifier Hit Points: Each higher level hit points are 1d10(or 6 if the roll is lower than 6)+constitution modifier Damage: 1d10+strength modifier two-handed weapon damage Damage: 1d6+strength modifier primary weapon damage 1/2 of 1 Action Damage: 1d4 secondary weapon damage 1/2 of 1 Action The Mixed Class Ability Increase: Wisdom+1(max 20) Proficiencies: Wisdom+Proficiency Armor: Proficient with up to Ring armor. Start at Studded, upgrade to Chain, then Ring with increasing wealth Skills: (Cleric, Druid)Religion+Expertise Skills: 2 Skills+Proficiency Hit Points: Starting hit points are 8+constitution modifier Hit Points: Each higher level hit points are 1d8(or 5 if the roll is lower than 5)+constitution modifier Damage: 1d8+strength modifier two-handed weapon damage Damage: 1d4+strength modifier primary weapon damage 1/2 of 1 Action Damage: 1d4 secondary weapon damage 1/2 of 1 Action Spell Damage or Healing: 1d8 to 1 target, at-will The Casting Class Ability Increase: Intelligence+1(max 20) Proficiencies: Intelligence+Proficiency Armor: Proficient with abjuration spells and abjuration jewelry Skills: Arcana +Expertise Skills: 2 Skills+Proficiency Hit Points: Starting hit points are 6+constitution modifier Hit Points: Each higher level hit points are 1d6(or 4 if the roll is lower than 5)+constitution modifier Damage: 1d6+strength modifier two-handed weapon damage Damage: 1d4+strength modifier one-handed weapon damage Spell Damage: 1d6 to 1 target or a 10x10 cubic foot area Weapons Combination weapons like Axe/Spear/Hammer would be priced out of the character's starting wealth range. These weapons must be crafted for the character. Armor Martial classes would be able to afford Scale armor but Splint/Banded/Plate armor would be priced out of the starting wealth range. Armor will need to be customized so it can't just be taken by a monster. The Spell Variant All spells start at a range of 30 feet. Spells targeting 1 being are at-will cantrips with no per day restrictions. The dedicated Casting class can cast the spell with an area of 10x10 cubic feet 1 time per day. +1 time at 5th, 10th, 15th, and 20th level. The Mixed class can exclusively cast Life Spells. Spell damage or healing starts at 1d6 and increases +1d6 at 5th, 10th, 15th, and 20th level. Weapons Combination weapons like Axe/Spear/Hammer would be priced out of the character's starting wealth range. These weapons must be crafted for the character. Armor Martial classes would be able to afford Scale armor but Splint/Banded/Plate armor would be priced out of the starting wealth range. Armor will need to be customized so it can't just be taken by a monster. spells start at a range of 30 ft. and increase +5 ft. every level. The spell area starts at 10x10 ft. and increases +5 ft. @ 5th, 10th, 15th, 20th lvl. Spells with 1 target should be at-will Cantrips. The same spell cast on an area by the Dedicated Caster Class should be 1/day at 1st level, +1/day at 5th, 10th, 15th, 20th lvl. Spell damage or healing should start at 1d6 and increase 1d@5,10,15,20th lvl. Level-Up Rewards Variant +1 to 2 different ability scores(max 20) or +2 to 1 ability score(max 20) or 1 ability+proficiency or 1 ability with proficiency upgraded to +expertise or +1 action(max 5) (actions and reactions should be told by the player to the DM immediately or most of the actions are lost) or +1 reaction(max 5) or +1 spell or +1 feat(maneuver) or +1 skill, if a martial class has more than 3 skills, the martial class keeps her stats and moves to the skilled class table or 1 skill+proficiency or 1 skill with proficiency upgraded to skill+expertise or critical hit on a roll of 19, 20 or if the character crits and 19, 20 upgrades to 18, 19, 20 [/QUOTE]
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