In my opinion, 5th edition has done a good job to avoid game balance issues so far. WotC has shown care in keeping quality high and not churning out multiple weaker supplements (as they did with 3e, in my personal view). I'd like to see it stay that way. That is all.
The adventure paths in particular have been well done, both as modules and as fun ways to introduce optional rules. The "PHB+1" guidance, and the constant reminder that additional rules are optional, are also good ways of approaching the game.
I agree. 5e has been doing this so far, and from what folks like Mearls, Crawford and Perkins have said in the past, that seems to have been their intent all along to learn from common complaints with 3e-4e.
I'm glad for it, and hope they continue to do so, which it certainly seems like they will.
Primitive firearms would be cool. A blunderbuss, bayoneted musket, pair of dueling pistols, small concealed pistols.
Maybe start with an extended load time, requiring a full action to reload. Make them more powerful than a bow/crossbow. Remove penalty for attacks at melee range (point blank). Perhaps find "double-barreled/magazine-fed (in lieu of magical)" firearms that can fire multiple times before making an extended reload. Maybe flintlock firearms need a special roll to fire in the rain. Make noise factor, make them relatively rare. Maybe even having a couple different calibers of the same category of firearm but this probably unnecessary, although having a Drilling or Combination Gun that fires a second, less lethal shot before needing to reload could be cool.
A swashbuckler loosing a musket ball with one hand while striking with a rapier in his off hand, a fighter firing his rifle before charging into melee using bayonet or sword, the assassin sneaking into a high security event with a concealed pistol putting one in the back of the head of some mark, a barbarian packing ball bearings, nails, and gunpowder into her blunderbuss, the smell of blackpowder triggering her rage. Could be sweet, and I am imagining their use as being a one shot then switch to melee.
Primitive firearms would be cool. A blunderbuss, bayoneted musket, pair of dueling pistols, small concealed pistols.
Maybe start with an extended load time, requiring a full action to reload. Make them more powerful than a bow/crossbow. Remove penalty for attacks at melee range (point blank). Perhaps find "double-barreled/magazine-fed (in lieu of magical)" firearms that can fire multiple times before making an extended reload. Maybe flintlock firearms need a special roll to fire in the rain. Make noise factor, make them relatively rare. Maybe even having a couple different calibers of the same category of firearm but this probably unnecessary, although having a Drilling or Combination Gun that fires a second, less lethal shot before needing to reload could be cool.
A swashbuckler loosing a musket ball with one hand while striking with a rapier in his off hand, a fighter firing his rifle before charging into melee using bayonet or sword, the assassin sneaking into a high security event with a concealed pistol putting one in the back of the head of some mark, a barbarian packing ball bearings, nails, and gunpowder into her blunderbuss, the smell of blackpowder triggering her rage. Could be sweet, and I am imagining their use as being a one shot then switch to melee.
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Some sort of planar adventure - which is probably gonna be higher level
The second Artificer UA
If we're lucky, the updated Mystic (Renamed as the "Psion") & its archetypes
More than likely, more concrete rules regarding firearms (considering we've now had several foes this year using them)
What I would like to see:
A high level adventure with stakes and the epic feeling to go along with it (Mad Mage, while a fun adventure felt more like a "hey do this while you're bored" as there weren't any stakes involved and there wasn't an actual time crunch or any dire need to clear out Undermountain.
A supplement book that encompasses a lot of the variant UA rules we've been seeing lately (ie, Sidekicks, Seafaring, etc)
More player/class options
More DM options (ie downtime rules with more concrete rules on how to run them), more monsters, etc
I'd like to see a return to the old style of modules: soft covers, the creature statblocks at the various encounter points, no more having to flip between sections of a hard covered book , or between books, to get what you need.
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Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Huh. If it wasn't for that Jeremy Crawford tweet, I would have assumed that Dragon's Breath was already off-limits for familiars. Since he did already weigh in on the subject, I suppose that a contradictory errata is unlikely.
It's mostly a non-issue. Yeah, it gives a creature that otherwise wouldn't have a productive action to take a productive action to take, but it adds a really big second point of failure for the spell since familiars are super easy to kill. It's also not all that different from a wizard casting a spell like Flaming Sphere to make use of their otherwise wasted bonus action or a hazardous area of effect that requires no action at all (e.g. Web, Cloud of Daggers.)
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
Though I don't recall the reason given, I do also remember someone on the WotC team saying they were looking more toward Psionic subclasses rather than a Mystic class. I think I've also heard that the Mizzium items are a replacement for the Artificer, which puts a nail in both new classes, but I honestly don't remember exactly when and where I heard all this, so I could very easily be misremembering.
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
I think I've also heard that the Mizzium items are a replacement for the Artificer, which puts a nail in both new classes, but I honestly don't remember exactly when and where I heard all this, so I could very easily be misremembering.
I think this one may be incorrect. As they have said Artificer will be returning to playtest, once the Eberron guy (name escapes me) completes the next pass at it. Should it do well in playtest it may be part of a future, finalized version of Wayfinder's Guide to Eberron.
For psionics, they definitely seem to be moving away from a “do all psionics with one class” idea like the mystic. Although this may look absolutely nothing like the next official version, Mike Mearls did spend a lot of his Happy Fun Hour stream this year working on psionics. (FYI his Happy Fun Hour is a weekly Twitch stream of doing 5e design work live while taking ideas from chat.)
So these are not balanced or even complete! They are just the first phase of brainstorming ideas and fleshing them out some. But ThinkDM has handily compiled them at https://thinkdm.wordpress.com/hfh/ if anyone is interested.
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
I think I've also heard that the Mizzium items are a replacement for the Artificer, which puts a nail in both new classes, but I honestly don't remember exactly when and where I heard all this, so I could very easily be misremembering.
I think this one may be incorrect. As they have said Artificer will be returning to playtest, once the Eberron guy (name escapes me) completes the next pass at it. Should it do well in playtest it may be part of a future, finalized version of Wayfinder's Guide to Eberron.
Hm. Well, that tweet was from June, while what I'd heard was after Ravnica released in November. That said, the fact that it's tied to Eberron specifically could certainly mean I am incorrect, I don't actually have much confidence in what I'm saying.
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
I think I've also heard that the Mizzium items are a replacement for the Artificer, which puts a nail in both new classes, but I honestly don't remember exactly when and where I heard all this, so I could very easily be misremembering.
I think this one may be incorrect. As they have said Artificer will be returning to playtest, once the Eberron guy (name escapes me) completes the next pass at it. Should it do well in playtest it may be part of a future, finalized version of Wayfinder's Guide to Eberron.
Hm. Well, that tweet was from June, while what I'd heard was after Ravnica released in November. That said, the fact that it's tied to Eberron specifically could certainly mean I am incorrect, I don't actually have much confidence in what I'm saying.
It's also possible we are going back to Dark Sun and the Psionic sub-classes could be introduced for that campaign setting. I'd be stoked!
As a newbie to D&D I'd love to see some more lore books. The FR wiki is great if I've got a specific topic in mind I'm looking for information on. But to get a sense of the world itself (which is where I'm struggling in running HotDQ), the wiki isn't great. I did buy the Neverwinter setting book that was put out for an older edition of D&D.
As someone playing an arcane trickster, I'd love to see a few more enchantment and illusion spells added to the repertoire for some extra variety in what the character can do to help the other PCs. My rogue got her hands on a wand of magic missile and that's been more helpful to the party than any of her actual AT spells. (Which, admittedly, could just be a result of player inefficiency.)
As a newbie to D&D I'd love to see some more lore books. The FR wiki is great if I've got a specific topic in mind I'm looking for information on. But to get a sense of the world itself (which is where I'm struggling in running HotDQ), the wiki isn't great. I did buy the Neverwinter setting book that was put out for an older edition of D&D.
As someone playing an arcane trickster, I'd love to see a few more enchantment and illusion spells added to the repertoire for some extra variety in what the character can do to help the other PCs. My rogue got her hands on a wand of magic missile and that's been more helpful to the party than any of her actual AT spells. (Which, admittedly, could just be a result of player inefficiency.)
I am with you on this one. The Sword Coast Adventurer's Guide is a good start. But more city and region books would be great, especially with an eye toward incorporating them into existing campaigns or creating settings for future campaigns. There is an awful lot of the Realms to be explored beyond Sword Coast, no doubt about that.
I would even be interested in contributing to that!
I would love to see more content geared towards DMs for the purpose of world building. I enjoy world building, but it took a while for me to figure out how it works and how to do it well when I was just starting off. I think it would be great if more content was released about how to create things so that newer DMs would have some tools to help them get started on their homebrew content.
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Check out my website for free NPCs, magic items, and plot hooks to add to your world:
In my opinion, 5th edition has done a good job to avoid game balance issues so far. WotC has shown care in keeping quality high and not churning out multiple weaker supplements (as they did with 3e, in my personal view). I'd like to see it stay that way. That is all.
The adventure paths in particular have been well done, both as modules and as fun ways to introduce optional rules. The "PHB+1" guidance, and the constant reminder that additional rules are optional, are also good ways of approaching the game.
I agree. 5e has been doing this so far, and from what folks like Mearls, Crawford and Perkins have said in the past, that seems to have been their intent all along to learn from common complaints with 3e-4e.
I'm glad for it, and hope they continue to do so, which it certainly seems like they will.
Primitive firearms would be cool. A blunderbuss, bayoneted musket, pair of dueling pistols, small concealed pistols.
Maybe start with an extended load time, requiring a full action to reload. Make them more powerful than a bow/crossbow. Remove penalty for attacks at melee range (point blank). Perhaps find "double-barreled/magazine-fed (in lieu of magical)" firearms that can fire multiple times before making an extended reload. Maybe flintlock firearms need a special roll to fire in the rain. Make noise factor, make them relatively rare. Maybe even having a couple different calibers of the same category of firearm but this probably unnecessary, although having a Drilling or Combination Gun that fires a second, less lethal shot before needing to reload could be cool.
A swashbuckler loosing a musket ball with one hand while striking with a rapier in his off hand, a fighter firing his rifle before charging into melee using bayonet or sword, the assassin sneaking into a high security event with a concealed pistol putting one in the back of the head of some mark, a barbarian packing ball bearings, nails, and gunpowder into her blunderbuss, the smell of blackpowder triggering her rage. Could be sweet, and I am imagining their use as being a one shot then switch to melee.
Dril-lvl 4 Wizard-Forest Gnome-The Bounders https://www.dndbeyond.com/profile/HumbleHubris86/characters/3314145
Croak- lvl 3 Fighter- Half-Orc- The Wizard's Challenge https://www.dndbeyond.com/profile/HumbleHubris86/characters/3773609
Barbara: lvl 3 Ancestral Barbarian- Red Skies Mourning https://www.dndbeyond.com/profile/HumbleHubris86/characters/4593374
Aren't there variant rules for this already?
DMG -> Chapter 9: DM's Workshop -> Adventuring Options -> Firearms
Plus, there's expanded rules for firearms under the Critical Role content - where there's a Gunslinger martial archetype under Fighter.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
I think we'll get the following next year:
What I would like to see:
I'd like to see a return to the old style of modules: soft covers, the creature statblocks at the various encounter points, no more having to flip between sections of a hard covered book , or between books, to get what you need.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
A move toward DM automation with Party sheets, Battle Sheets, parcels a la Fantasy Grounds. Frankly, a mashup merging of FG and DDB would be awesome.
My bad. I interpreted this as "what would you like to see in 5E from DDB in 2019"...
Gray Mouser
I would love to see an errata treating the use of Dragon's Breath as an off-limits action for familiars.
"Not all those who wander are lost"
Huh. If it wasn't for that Jeremy Crawford tweet, I would have assumed that Dragon's Breath was already off-limits for familiars. Since he did already weigh in on the subject, I suppose that a contradictory errata is unlikely.
It's mostly a non-issue. Yeah, it gives a creature that otherwise wouldn't have a productive action to take a productive action to take, but it adds a really big second point of failure for the spell since familiars are super easy to kill. It's also not all that different from a wizard casting a spell like Flaming Sphere to make use of their otherwise wasted bonus action or a hazardous area of effect that requires no action at all (e.g. Web, Cloud of Daggers.)
I thought they already said the Mystic was not going to show up officially as a class after the cluster that was the UA version and they were looking more at making special sub-classes for each class that had some Psionic flavor to it?
Though I don't recall the reason given, I do also remember someone on the WotC team saying they were looking more toward Psionic subclasses rather than a Mystic class. I think I've also heard that the Mizzium items are a replacement for the Artificer, which puts a nail in both new classes, but I honestly don't remember exactly when and where I heard all this, so I could very easily be misremembering.
I think this one may be incorrect. As they have said Artificer will be returning to playtest, once the Eberron guy (name escapes me) completes the next pass at it. Should it do well in playtest it may be part of a future, finalized version of Wayfinder's Guide to Eberron.
Sauce: https://twitter.com/mikemearls/status/1021496102800056321
For psionics, they definitely seem to be moving away from a “do all psionics with one class” idea like the mystic. Although this may look absolutely nothing like the next official version, Mike Mearls did spend a lot of his Happy Fun Hour stream this year working on psionics. (FYI his Happy Fun Hour is a weekly Twitch stream of doing 5e design work live while taking ideas from chat.)
So these are not balanced or even complete! They are just the first phase of brainstorming ideas and fleshing them out some. But ThinkDM has handily compiled them at https://thinkdm.wordpress.com/hfh/ if anyone is interested.
Hm. Well, that tweet was from June, while what I'd heard was after Ravnica released in November. That said, the fact that it's tied to Eberron specifically could certainly mean I am incorrect, I don't actually have much confidence in what I'm saying.
It's also possible we are going back to Dark Sun and the Psionic sub-classes could be introduced for that campaign setting. I'd be stoked!
Planescape, hands down, and I'll take as many monster manuals as Wizards can produce.
As a newbie to D&D I'd love to see some more lore books. The FR wiki is great if I've got a specific topic in mind I'm looking for information on. But to get a sense of the world itself (which is where I'm struggling in running HotDQ), the wiki isn't great. I did buy the Neverwinter setting book that was put out for an older edition of D&D.
As someone playing an arcane trickster, I'd love to see a few more enchantment and illusion spells added to the repertoire for some extra variety in what the character can do to help the other PCs. My rogue got her hands on a wand of magic missile and that's been more helpful to the party than any of her actual AT spells. (Which, admittedly, could just be a result of player inefficiency.)
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
I am with you on this one. The Sword Coast Adventurer's Guide is a good start. But more city and region books would be great, especially with an eye toward incorporating them into existing campaigns or creating settings for future campaigns. There is an awful lot of the Realms to be explored beyond Sword Coast, no doubt about that.
I would even be interested in contributing to that!
Gray Mouser
I would love to see more content geared towards DMs for the purpose of world building. I enjoy world building, but it took a while for me to figure out how it works and how to do it well when I was just starting off. I think it would be great if more content was released about how to create things so that newer DMs would have some tools to help them get started on their homebrew content.
Check out my website for free NPCs, magic items, and plot hooks to add to your world:
dmresourcechest.com