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3 D&D 5E Rules That Are Due for an Update

Greetings, gamers from all systems, places and timelines!

In my previous article, we looked at 10 game mechanics that have become more refined under Dungeons & Dragons 5th edition. However, even the best system is a work in progress. While most of us agree that 5E runs smoothly, it’s not without a few rough spots. Here are three aspects of the current system that could use some fine-tuning and some suggestions on how to make them run better.

1. Saving Throws Should Be Progressive by Tier

A character can tend to be boring if they have only strengths and no weaknesses. But when a character rises in power and their weakness remains static, it can prove to be a huge problem. Case in point: A high-level warrior is just as vulnerable to a spell requiring a wisdom save as a low-level one unless they spend their precious ASIs to pad their weaknesses.

So, if you don’t want to see the continuity of your game strained because a level 19 warrior just got sucker-punched by a low-level caster with a Charm or Hold Person spell, here’s a suggestion. Offer half proficiency modifiers to the saves that lack proficiency. In this way, characters will still have defenses that are better than others, but they won’t fail certain saves nearly 9 times out of 10.

2. There Should Be Alternative Ways to Learn Weapon and Non-Weapons Proficiencies

Back in the day, a warrior would start the game only knowing a handful of weapons. Now they are able to use everyone one. In terms of skills, previously, non-martial characters would gain more to start, as opposed to now, where some classes have access to a great number of skills while the others are pretty even.

As the game progresses, however, most characters will have the same four skills they were created with. And there are no rules that allow for learning new skills without investing a feat, which often will provide you with more than you either wanted or needed. For example, say a wizard wanted to channel their inner Gandalf and use a sword. You just can’t learn a sword. That character in question would either need to multiclass or take the weapon master feat and learn a lot of weapons.

It’s great that the system has the flexibility for out-of-the-box character choices, but a character who just wants to learn how to use a longsword and took the weapon master feat is now learning four weapons and getting an ability score point. This is like enrolling someone in a culinary academy when they just wanted to learn how to cook eggs.

Understandably, the system was designed like this to allow for greater character customization. However, some campaigns can easily go on for years, and the opportunity to just create new characters may not be on the table.

One solution to this problem is to allow characters to learn something they are prepared to study over the course of the game. Perhaps only allow one such opportunity per tier advancement. How far should that be allowed? Well, what if a cleric wanted to learn how to use heavy armor? Why not? The only catch is they would need to be prepared to make that a goal and actually work towards it in the game, not just get the benefit from a cut scene.

3. Advancement Beyond Level 20

Getting to the higher levels of the game is awesome but coming to a forced end of your career is not. When a campaign has been going on for decades in-game, it may be time to pass the torch. However, with our Ravenloft game, the characters are approaching level 14, yet all of its events only took place over the course of maybe a year.

There are a lot of ideas already surrounding advancement past level 20, and I’m in favor of doing it without creating a book of new rules. Maybe any given class should still top out at level 20, but there is nothing stopping a character from continuing to multiclass or exploring a new class altogether. If you wanted to allow proficiency to continue to increase past level 20, then perhaps allow it every four or so levels.

What level should the characters actually top out at? In 4th Edition, characters reached max level at 30. The rules in the Baldur’s Gate series of D&D games allowed advancement to level 40. I get that an amendment to the rules like this wouldn’t fly at every table, it just would be nice if the possibility actually existed, even if it was entirely optional.  

Final Thoughts

No one enjoys making saving throws or skill checks that they have zero chance of succeeding. And while there are already existing in-game options for these improvements, unless you are playing a fighter, feats are few and far between.

D&D has always wrestled with the question of what happens in a game where a character tries to learn something when they have both time and a teacher, but the 5E mechanics don’t allow for it. With the example of a wizard learning how to use a longsword, would it warp the mechanics of your game? Probably not, because they would have to melee, choose to not cast spells, attack using their strength score, and multiattack is only available if they are actually multiclass.

With advancement beyond level 20, there should be something for players who don’t want the party to end. So, until some official optional rules are released, if you’re willing to allow this in your game, do your best and have fun winging it. Just don’t feel you need to write a player’s handbook volume two.

As always, if anyone out there has any ideas surrounding any of these game mechanics, we would love to hear them.

5 thoughts on “3 D&D 5E Rules That Are Due for an Update”

  1. Point 2 is already in the game within the DMG I believe (or maybe it was Xanathar’s).

    There is a rule in the game that allows you to acquire a new skill during downtime. The amount of time it takes (and thus gold) depends on the character’s INT stat.

    Reply
  2. Adding new proficiencies should cost the characters something. Gold seems obvious, typically you have to pay tutors and teachers. But I would consider a cost in exp also. Presumably characters spend some of thier off time enhancing and improving the skills they already possess. When the Wizard gains a new level does he just magically gain 2 new spells or has that wizard been working on those spells in their down time only gaining mastery over them once they’ve advanced a level?? Well if that wizard is instead learning how to swing a sword wouldn’t that cut into the time they’d otherwise spend advancing their current craft??
    As for levels beyond 20 I just don’t see the point. In 5e you’re basically a super hero right from level one. By the time you hit level 20 there just isn’t much of a challenge left in the game. You already have to fight the biggest bads the game has to offer so what would you be doing at level 30??
    There is one point in the article that I don’t understand- “the opportunity to just create new characters may not be on the table.” I’ve been playing this game for more than 30 years and have never had this problem. When I get bored with a character, finding a way for said character to go down in a blaze of glory has never been much of a challenge…

    Reply
    • You make a fair point about the power curve for characters who reach level 20. I’m not sure that I would call level one D&D characters super heroes when they are right out of the shrink wrap, but that can differ from table to table.

      However, at least to me reaching level 20 shouldn’t mean that characters have lost their ability to learn and improve in any form. Nor that their reward for defeating the BBEG comes with a one way ticket to a retirement home.

      Honestly, the game should end when everyone involved wants it to and not before. Because honestly the creators of 5E should be flattered that some of us want to keep our characters from 3+ years ago.

      Thank you for all of your thoughts. They are definitely interesting !

      Reply
  3. between level 3 and 4, once the players accepted the quest, I narrated the necessary training required which took place over a year. In that year, they acquired 7 points to spend on learning beyond their class.

    1st level spells – 4 points
    Cantrip – 3 points
    Language- 1 point
    Proficiency bonus 2 points
    Tool or weapons proficiency 2 points.

    It was a fun way to add nuance to the character class and I learned players love spending points in RPGs rather than simply advancing a class chart.

    Reply
    • That’s definitely a cool approach. Especially when you think about how much many levels can be acquired in relatively a short period of time. I would just make it clear that as the characters are off training their adversaries aren’t home sitting on their hands either. Sounds like a great opportunity for an unexpected side quest to me.

      Thanks for the thoughts and ideas !

      Reply

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