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YOU are in charge of the next PHB! What do you change?
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<blockquote data-quote="Helldritch" data-source="post: 8327528" data-attributes="member: 6855114"><p>Ok... the old grognard in me will show...</p><p>1) Races. As they are now but remove dark vision from all of them save elves, gnomes and half orc. Put auto disadvantage on perception check without light.</p><p>2) Classes.</p><p>Barbs, clerics, druids and sorcerers stay as they are.</p><p>Paladin and rangers are now fighter subclasses but built on the eldritch knight build. Paladins, Eldritch knight and Rangers have their own spell lists based on cleric, wizard and druids respectively.</p><p>Fighter base is now the battle master. All other fighter subclasses are now working from that base. All subclasses now gain two more skills to better reflect their focus.</p><p>Rogues are all thieves at the base. Expertise only gives +2 in the chosen skill(s). At low level, double proficiency is good, at mid to high it is unbalanced.</p><p>Monk needs a reworking. But adding a bit more Ki should be enough. (this is what we did).</p><p>The artificer is now part of the PHB.</p><p>The warlock is fine as is.</p><p>Mechanics</p><p>Concentration is great but needs a but more reliability. What we did was to allow a concentrating caster to reactivate the effect of a spell when an enemy is successful in saving to end an effect. Ex:" A cleric casts hold person and affects an evil warlord on turn one. The warlord fails his save but makes a successful save on turn 3. The caster has the option to use a bonus action to reactivate the spell on the warlord on his turn." After two successful save in a row, an enemy is free from the spell for good. This gives a bit more whoomph to concentration and adds a mini battle of will between the caster and his target(s). A fun thing to RP.</p><p>HP</p><p>Everyone stop receiving HD at level 10. They only gaining con bonus (min of 1) for each levels. Feats that adds hp/level stop working at 11th level. This speed up combat by a good margin.</p><p></p><p>Poisons now have a duration and deal damage over time. Adding more poison simply add to the duration. A save one round simply means no or half damage for that round.</p><p></p><p>Cantrip damage increase also apply to spells cast with a spell slot. This keep these spell relevant throughout the game. Do a cast a 3d10 fire bolt or 5d4 +5 magic missile? Or do I keep my first level slots for shield? This slight damage boost is not significant enough to unbalance the game but do give some nice puzzling choices to casters...</p><p></p><p>Right off the bat there would be more like better stealth rules and so on. But this would be a first draft.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8327528, member: 6855114"] Ok... the old grognard in me will show... 1) Races. As they are now but remove dark vision from all of them save elves, gnomes and half orc. Put auto disadvantage on perception check without light. 2) Classes. Barbs, clerics, druids and sorcerers stay as they are. Paladin and rangers are now fighter subclasses but built on the eldritch knight build. Paladins, Eldritch knight and Rangers have their own spell lists based on cleric, wizard and druids respectively. Fighter base is now the battle master. All other fighter subclasses are now working from that base. All subclasses now gain two more skills to better reflect their focus. Rogues are all thieves at the base. Expertise only gives +2 in the chosen skill(s). At low level, double proficiency is good, at mid to high it is unbalanced. Monk needs a reworking. But adding a bit more Ki should be enough. (this is what we did). The artificer is now part of the PHB. The warlock is fine as is. Mechanics Concentration is great but needs a but more reliability. What we did was to allow a concentrating caster to reactivate the effect of a spell when an enemy is successful in saving to end an effect. Ex:" A cleric casts hold person and affects an evil warlord on turn one. The warlord fails his save but makes a successful save on turn 3. The caster has the option to use a bonus action to reactivate the spell on the warlord on his turn." After two successful save in a row, an enemy is free from the spell for good. This gives a bit more whoomph to concentration and adds a mini battle of will between the caster and his target(s). A fun thing to RP. HP Everyone stop receiving HD at level 10. They only gaining con bonus (min of 1) for each levels. Feats that adds hp/level stop working at 11th level. This speed up combat by a good margin. Poisons now have a duration and deal damage over time. Adding more poison simply add to the duration. A save one round simply means no or half damage for that round. Cantrip damage increase also apply to spells cast with a spell slot. This keep these spell relevant throughout the game. Do a cast a 3d10 fire bolt or 5d4 +5 magic missile? Or do I keep my first level slots for shield? This slight damage boost is not significant enough to unbalance the game but do give some nice puzzling choices to casters... Right off the bat there would be more like better stealth rules and so on. But this would be a first draft. [/QUOTE]
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YOU are in charge of the next PHB! What do you change?
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