A Collection of Various Changes. #
Voluntarily Failing a Save #
- Any Creature can voluntarily fail any Saving Throw.
Resistance to Nonmagical Bludgeoning, Piercing, and Slashing Damage #
-
There are many effects of this common trait that negatively impact the system.
- Words on Page. Simply put this effect matters, until it doesn’t, which is immediately upon a party getting magic weapons OR other effects at which point this trait is a waste of printer ink.
- Disproportionate Effects. Weapon users, (i.e. Martials) are the primary target of this trait when they already struggle in comparisons.
- Challenge Rating. The CR of a monster should be effected by things that make it tougher, resistances should make them tougher, however, a party with magic weapons and effects will no longer be appropriately rated for Monsters with this trait.
- Hard to Remove. Simply removing this causes issues as well, as problematic spells such as Animate Objects are tempered by their nonmagical nature, a fairly well crafted Barbarian doing their best will be dwarfed by an Animate Objects spell which on repeated rounds for a caster will only be their Bonus Action. Even worse for something like Conjure Animals with something like Velociraptors.
- A House Rule to attempt at removing this trait.
- All Attacks made by a Player Character are considered Magical.
- This is far from perfect, seeing as several features and effects in the game (Such as Magic Arrow from Arcane Archer, etc) exist solely to turn your Attacks in certain cases into “magical for the purpose of overcoming resistance and immunity to nonmagical attacks”. Such effects/features become FULLY useless with this best fit House Rule.
- Hilariously though Features like this existing provide issues all on their own!
- Consider the following, you select Arcane Archer dealing with resistance to nonmagical damage, you reach level 6 with Magic Arrow in sight at level 7 excited to overcome this resistance you’ve been fighting, and your GM feels benevolent enough to reward you with a magic longbow, how exciting! Now you hit level 7 and you reward is… nothing! Your feature is effectively worthless!
- All Attacks made by a Player Character are considered Magical.
-
Now, the change. Resistances to Nonmagical Damages is removed from all traits, features, spells, etcetera. #
- Additionally, for Creatures that had this trait it should be replaced with either:
- An increase/double to their effective Hit Points.
- Resistances to Bludgeoning, Piercing, OR Slashing Damage if it makes sense to exist on that Creature.
- Note: These are bundled together more than they need to/should be, do not make it all three unless it truly makes sense.
- Remove differentiation from Nonmagical Damages and Bludgeoning, Piercing, and Slashing Damages.
- Additionally, for Creatures that had this trait it should be replaced with either:
Tropes, Parties, and Magic #
- A levelled spell gained through a class may only be cast with armour or shield equipped if that class (or a subclass your Character uses within that class) provides the proficiency for that armour or shield.
- A Feat providing you armour proficiency does not count as that class providing you armour proficiency.
- 1 level dips for Armour proficiencies are easy! Too easy! No fantasy wizard in my memory has been clad in half-plate. Why? Because it would make them less effective than they’d otherwise be. This isn’t the case for 5e, until now!
- Mainly a change for optimized play, generally ignorable otherwise.
- A Feat providing you armour proficiency does not count as that class providing you armour proficiency.
Bonus Action Spellcasting Rule #
- Since the restriction on two leveled spells in a turn has been added to Quickened Spell and Action Surge themselves, this rule is redundant.
- This rule is removed.