D&D (2024) YOU are in charge of the next PHB! What do you change?

TiwazTyrsfist

Adventurer
Change default assumed setting to Eberron.

Eberron races added to PHB.
Drow subrace removed.
Stat adjustments - Go with the Tasha's version but each race has a "Suggested Stat Adjustment" entry that says something like "A typical member of this race is very [Stat descriptor] and [Stat descriptor] so recommended Stat adjustments are +2[stat] and +1[stat].
Change Race to something else. Use Ancestry to start a fight?
Add Orc ancestry, oh wait we did that in step one for Eberron.
Add Half-Dwarf Ancestry, add rules subsystem so that Half-Elf, Half-Orc, and Half-Dwarf are add-ons to any base ancestry. So you're not automatically Half-Human. You can be a Half-Dwarf Gnome, or a Half-Elf Orc OR a Half-Orc Elf (which are mechanically different).
Add Ancestry features so that your ancestry affects your character development as you level (like ancestry feats do in PF2)

Cut bards to make up page count [joke]

Add the Artificer to core.

Modify classes so ALL classes get their subclass at Level 1
Just for larfs, completely overhaul Wizards subclass system.
-Remove all specialist subclasses. Specialist is now a single subclass.
-Add 3+ more Sub-classes. Metamagic Wizard. War Wizard. Geomancer.
 

log in or register to remove this ad


1) Usability, layout, and design
  • think in terms of two page spread
  • "cruch" langauge should be to-the-point, fluff language should be brief but evocative
  • cross reference pages, make a good index, and use the inside covers for important information
  • character sheet should be easy to follow and a teaching aid for new players

2) Character creation should take 15 min max with limited page flipping.
- choices related to ancestry, class, background, culture, feats, etc should be summarized in tables and flowcharts and have minimal overlap

3) Default PHB should go from levels 1-10, and should support a simple game, whether one focused on social encounters or one that is low-ish fantasy. Advanced PHB can cover levels 11-20 and include mechanical complexity for those that want it.
- this would split the game into Basic and Advanced without calling it that

Bonus
  • Take all remaining 5e dmgs and throw them in the trash where they belong
  • make a dmg that has useful advice and a usable layout
 

DnD Warlord

Adventurer
I would create a series of choices for each class at each level. I would make a “basic” version of each class where those choices are made for you as the simple most iconic version.

I would also give outlandish powers as options for martial characters.

1 every class starts with X number of combat feats and Y number of non combat talents. Skills and spells will all fall into these

so a fighter would start with 4 combat feats and 2 non combat talents A wizard would start with 2 combat feats and 4 non combat talents. There would be a list of general of each, then a “power sources” list then a class list. Every 2 levels you would get 1 more of the one you started with 4 of, and every 3 levels you get one of the ones you started with 2 of.

some of these would have level prereqs.

I would also scale back HP but front load them. Every class would start at 1st level with Con score hp. At level 2 and every even level you will get a HD. Hit dice will be d8s for fighters D6s for rouges and cleric and D4 for wizard and monks. At odd levels you will get a set number of HP epithet +1 or +2 or +3.
So at level 20 a fighter with a 20 con would have 10d8+32hp
 

DnD Warlord

Adventurer
Next modifications to race. Make 1 or 2 traits for race come at level 1 and 1 or 2 traits from background then at level 5 and 7 you can choose 1 more of either. Each race and background have 3-5 choices at least 1 can’t be taken until level 5

give prestige class/paragon path abilities at level 10+ and build in epic destinies at level 21
 

Aldarc

Legend
I do - I've probably played more bards than any other class. I want it in its own design space the way the warlock and artificer are. We already have five spell spamming classes. I want a bard that either harmonizes with or syncopates with the party, either amplifying everyone's strengths or smoothing over and covering their weaknesses.

My current thoughts are that a harmonising bard shares around one ability from each other party member based on their class. So if you have a barbarian who rages then the bard's harmonic war cry 1/day let's everyone else in the party including fighter, cleric, or bard (or even wizard) join in the rage. And if you have a rogue then the bard can as a bonus action cause a synchronised distraction to allow a party member to disengage or hide as a bonus action on their turn.
IMHO, part of my own problem with the Bard is that there is a LOT of conceptual "mental magic" overlap with the Wizard Enchanter and the Wizard Illusionist or even the Arcane Trickster. Sometimes I get the feeling that the Wizard occupies almost too much monopolized conceptual space around magic in the game. I almost wonder if one generalized mind magic class would suffice. I have something in mind here like the Guild Wars 1 & 2 Mesmer. Then to make it a "bard," one grabs the Entertainer or Bard background.

I'm just spit-balling here, and this does not reflect how I would do a revised 5e, but, rather, me just throwing my thoughts out there like paint splattered on the wall.
 

5 minute short rests/ 2 per long rest as core.

Id prefer it if they also included alternate rules for everything to key off 'per encounter' abilities like ToB and SWSE and balanced things around encounter difficulty as well (instead of balancing stuff in the context of a whole 6-8 encounter adventuring day).

Even if only to stop all the continual arguing about class balance, encounter difficulty and so forth that the current paradigm causes, and the same threads from popping up every few days.
 

IMHO, part of my own problem with the Bard is that there is a LOT of conceptual "mental magic" overlap with the Wizard Enchanter and the Wizard Illusionist or even the Arcane Trickster. Sometimes I get the feeling that the Wizard occupies almost too much monopolized conceptual space around magic in the game. I almost wonder if one generalized mind magic class would suffice. I have something in mind here like the Guild Wars 1 & 2 Mesmer. Then to make it a "bard," one grabs the Entertainer or Bard background.

I'm just spit-balling here, and this does not reflect how I would do a revised 5e, but, rather, me just throwing my thoughts out there like paint splattered on the wall.
I think this is misunderstanding why people play Bards if you're thinking they'd just switch to "mind mage". You're looking at concepts that have later been applied to Bards, and working outwards from there, not to like, why the class exists or what people actually want from it. It's a common issue and it's why the 3E Bard existed and was so extremely bad ("people play this dumb class because they suck and just want to sing dumb songs, right?" seems to be the 3E attitude lol).

What people want from a Bard is absolutely not "mind magic" as some central focus. That might be what a lot of people want from, say, a Psion, or Mesmer/Enchanter, or even, dare I say it, a Wizard, but in general people aren't saying "Yo I want to mind-control people and crush their wills and force them to do my dark bidding!" and picking "Bard" as a class unless their next step is to pick one of two specific colleges (out of eight possible - "I wanna fight in melee" is equally popular as a college theme, note - Valor and Swords).

What most people want from Bard is a diverse class that can do a lot of things, is clearly strongly magical, is okay with a sword in their hand (at least to look good, if not to be super-effective), has a lot of skills, knows lore, probably has some element of musical theme-ing (though this is likely not dominating everying), and probably has abilities to help other people out. They're looking for a "master of none"-kind of character, not Mandrake, Master of Illusions (enemies crumble in fear and confusion!). Yeah mind-control spells are probably in the mix, but that's more because 3E wanted to stop Bards casting Fireball or the like (you sure as hell could in 2E, I did all the time), in case precious Wizards got upset.

You can see this through the various editions:

1E's Bard is a mess, but is clearly expressing the "master of none, decent at several" theme. I understand there's one in a Dragon issue which is a lot closer to the 2E one.
2E's Bard is a true Jack-of-all-Trades - and then the kits which come out express different Bardic themes wonderfully - you will notice how few are music-first, but rather refer back to storytellers, loremasters, performers, and so on.
3E's Bard is an inversion of this design, going from master of none to bad at all, a pointless support class who is roundly inferior to a Cleric even at that. This is part of 3E's general hostility to 2E, and attempts to "wind the clock back".
3.5E's Bard tried to fix this, and improved the situation, but didn't get all the way, and then Pathfinder just trashed Bards again (and yes I have played a PF Bard).
4E's Bard went back to looking at what players wanted through a 4E lens of roles - it gave Bard the Leader role with the Controller secondary, which was a good approach, and expressed a general Jack-of-all-trades style, with a lot of helping people and a lot of flashy magic - most of it not mind-control or music.
5E's Bard perfectly understands what Bard players have wanted and has been pretty iconic of 5E (esp. among younger players) as a result. It's a Jack-of-all-trades again - yes it's most powerful as a caster, and close in power to other casters, but its spell list and other limitations keep it under control, and the various themes are expressed through the Bard subclasses - again, the majority of them are not about mind-magic or even music. Speech is actually the main theme, I'd say - "Words of..." abilities being common. Only the Glamour and Whispers subclasses really seem mind-magic-oriented.

Anything that ends up with the Bard "focused" on a specific thing like "mind magic" or "buffing others" and little else is not really going to be a D&D Bard because the dilettante spirit is part of their concept. I do think them being a full caster in 5E is a bit of a kludge, but the only real way to fix it would be to make major changes to other parts of the game to stop slot-based spells stealing so many concepts for magic and reduce the top-end power of casters. Several (most?) classes in 5E have design elements that are a bit kludge-y and speak to them being finished in a hurry, and Bard is one of the least-bad cases.
 

Sithlord

Adventurer
1) Usability, layout, and design
  • think in terms of two page spread
  • "cruch" langauge should be to-the-point, fluff language should be brief but evocative
  • cross reference pages, make a good index, and use the inside covers for important information
  • character sheet should be easy to follow and a teaching aid for new players

2) Character creation should take 15 min max with limited page flipping.
- choices related to ancestry, class, background, culture, feats, etc should be summarized in tables and flowcharts and have minimal overlap

3) Default PHB should go from levels 1-10, and should support a simple game, whether one focused on social encounters or one that is low-ish fantasy. Advanced PHB can cover levels 11-20 and include mechanical complexity for those that want it.
- this would split the game into Basic and Advanced without calling it that

Bonus
  • Take all remaining 5e dmgs and throw them in the trash where they belong
  • make a dmg that has useful advice and a usable layout
It grates on my nerves that the PHB would only go from 1-10. I use 11-20 and beyond a lot. And i been buying PHB since 1E and RC. I would feel cheated not getting the full game. But... I have to admit that so few people play the 11-20 game that it would probably just allow more and better material in the PHB for levels 1-10. This is an example of an idea that sounds bad at first, but the more I think about it the more I like it. Personally in ever saw the need for an epic handbook. That’s just level 13+ For me.
 
Last edited:

Parmandur

Book-Friend
That's why we need the three-quarters caster bard, the perfect compromise between two weak and too strong. (If we can have quarter casters like Arcane Trickster and half casters like Paladin than we can have three quarters casters too).
The 3/4 Caster is actually an interesting idea that remains unexplored in the game.
 

Remove ads

Top