You can remove and add one class and one race. What would you do?

You can remove and add one class and one race. What would you do?

Remove Elves. Remove Wizards.

Add [some kind of sapient crystal beings, better ones than Shardminds]. Add Warlord.

All I'd want to do is alter the bard spells so they aren't 90% mind contol spells that it is impossible to justify having a good character use. Or re-fluff them into the super villians that their spell list implies.


Also, turn half orcs into just plain old orcs. We can get around the whole "every adventurer is the child of rape" thing, and it's silly to only have halfbreeds playable. And it means we can flesh out orcs into something cooler and more complex and not just "savages that it's okay to kill".

Like, from the core classes and races?

Because dnd is so kitchensink it features everything your heart could desire if only you collect enough suplementary releases.

Spotted the alignmentfag

Remove dragonborn. I don't really dislike any classes, but I guess sorcerer is the most redundant between wizard, bard and warlock
As for adding I think there's already too many races as is, but if I had to probably some sort of generic beast folk like shifters since that sort of thing has a place in trash fantasy like DnD even though many settings don't really use them. For a new class I'd say bring back martial adepts as a sort of "expertise dice specialist" class

Hard to pick between Half-Orcs and Half-Elves. I actively dislike 'half' races. The flavor is too muddled and one-note.

Would love to see something like Ratfolk or Kobold added. Something small and not human/fey.

>mind control is evil

remove
Gnome
Warlock

add
ratfolk
ratcatcher

Although it's a logical fallacy to hold a medieval environment to our modern morals, this is dnd we're talking about, which can be a progressive as people will it.

And according to modern morals, taking away a persons right and ability to make a choice on their own good conscience is evil. Also I am pretty sure it's always been considered pretty malicious to force people into an action against their will.

Regardless of what you achieve with mindcontrol, the act remains despicable at its core.

Roll wizard, sorcerer, and warlock into one class group called "magic user". Roll the specialist wizard archetypes into one archetype, just called "specialist wizard", with similar benefits except more uniform across the different specialties. Add a generalist wizard archetype, called "wise one" ("wise man" or "wise woman", or if you're tumblr just "wise one").

Do the same with rogue (renamed to thief, with thief archetype renamed to burglar), ranger, and bard, all into one class group called "rogue".

Do the same with fighter, paladin, and barbarian, into a class group called "warrior". Rebalance the paladin archetypes according to the strictness of the oath -- devotion paladins are stronger than ancients paladins are stronger than avenger paladins. Oathbreaker paladins are as strong as devotion paladins, but suffer certain curses as punishment for their infidelity. Allow paladins to fall if they change alignment, becoming a fighter without archetype abilities until they either are redeemed (via a long and arduous quest) or go Oathbreaker. Oathbreakers are no longer required to be evil, but may not be of their original Paladin alignment.

Do the same with cleric, druid, and monk, renamed to "priest".

Pare down the core races to humie, knife-ear, rockhead, smellyfoot, and smellyeverythingelse. Remove half-knife-ear and half-smellyeverythingelse as races, and come up with generalized hybrid race rules instead, acknowledging that not every setting allows every hybrid.

Bring back a metric fuckton of the cool stuff from the NEXT playtests that they culled because they were playing it safe.

Not all mind control is the same. I divide spells into "soft mind control", which includes things like charm person, and "hard mind control" which includes things like dominate person and geas. If it influences a person's choices, but does not override their free will, it's soft. If it overrides their free will altogether it's hard.

Using hard mind control on the unwilling may be considered evil, or at least chaotic. Soft mind control is usually a bit more permissible.

Remove race: abos
Remove class: lumpens

Add race: Indonesians
Add class: slaves

I'd probably remove Warlock. There are a lot of little things about its design that bug me. Druid would be my second choice. And probably halflings, for the race. I don't know exactly why I don't like halflings; I think it's because they're sort of silly (being so short and all), but not all-out whimsical like gnomes.

As for adding stuff, I do like the Warlord; maybe revamp the Banneret to be a fighter archetype that borrows warlord features the way the Eldritch Knight borrows wizard spells. And probably pure orcs.

That's sort of bugged me about Star Wars.

"Darth Vader uses the Force to stay alive and overthrew the government which allowed him and his mother to be held in slavery, so he is very evil. Now hold on a sec, I just gotta forcibly alter the mind of this sentient being. Won't be two shakes."

Remove Monk
Add Nothing
Remove Gnome
Add Goblin

>Remove Elves

How can you be so stupid as to remove a staple fantasy race.

Elves and dwarves are obligatory.

Remove current magic user because they are too game breaking and unfun for both side of the DM screen in actual play. DM not having fun having their hard work and plot rendered pointless, wizard and cleric players don't enjoy getting bullied afterwards as revenge for just trying to think creatively.

Remove half shit. Pointless and remove more options than what they actually add. Go in hard or don't.

Add warlord

Add beastfolk, which can be as furry as "realism" retards want them to be or as catfolk and human as weeaboos wanted them to be. Also served as foils to elves in natural areas.

Remove: Humans
Remove: Wizards

Race-as-class for life!

>Bring back a metric fuckton of the cool stuff from the NEXT playtests that they culled because they were playing it safe.
Only good idea in your post.

>remove
Monk
Dragonborn
>add
Shaman
Gnoll

Remove race and class
Add race as class

>trading monk for yet another spellcaster
Fuck you

>alter the bard spells so they aren't 90% mind contol spells that it is impossible to justify having a good character use

You sure?
Liszt wasn't evil, was he?

>Remove Elves.

Halfling, Fighter. Both useless and less flavorful than basically every alternative

There is nothing inherently good about free will and how the fuck is it malicious to force people to do good things? What atrocious fucking ethics system is this?
Forcing your enemy to lay down their sword and let you through isn't malicious if they're the ones intending to impart unlawful violence upon you.

add norse style troll and some sort of warlord class.

What you're saying amounts to saying it's evil for the police to apprehend a violent criminal by force and put him in jail

Nothing. I like this game how it is.

Remove Tieflings and Sorcerers

Add Flumpfs and Psionics (restricted to Flumpfs)

Tatooine was outside the influence of the Republic, but was brought into the Empire after the Empire rose.

Also he used the force to murder helpless people for no reason other than he was mad. That's pretty evil.

Oh yeah. Forgot about that.

I'll admit, those movies never quite grabbed me.

Remove warlock because they're an awful mess of a class whose features don't even invoke the 'dark arts' flavor that's supposed to be tied to them.
Add a dark magic flavor class as a replacement for the warlock and have it be designed by someone that isn't on this edition's design team because they're clearly all incompetent.
I don't care about races.

Remove dragonborn, add nothing.
Remove wizard, add artificer.

I actually wouldn't mind seeing a new Basic D&D that does this.

Remove dragonborn, add kobolds.

Remove warlock, add binder.

remove halflings, add kobolds remove warlocks and add gunslingers.

Remove Halflings, make them just subraces for gnomes.
Remove sorcerer, make it a prestige class

This.

>Remove
Fighter
Humans (As they stand)

>Add
"Spell Blade" of some description
Iunno... (Karasite, Goblin, Bladeling)

Remove Paladin, remove Dwarf.

Add Crusader, add Greater Gnome, a hairier, bulkier gnome more focused on weaponry, combat, getting drunk.

>book of weeaboo magic lover

Get the fuck out

>arth Vader uses the Force to stay alive and overthrew the government which allowed him and his mother to be held in slavery, so he is very evil
>leaving out the genocide of the sand people(not just the men but the women and children too)
>leaving out that he killed toddlers so he could maybe learn how to save his wife
>chokes out his pregnant wife
Yeah Lord Vader sure is Chaotic Good

Remove Fighter, add Warblade.

So you want to play an OSR game.

Remove Dragonborn, add Lizardmen or Goblins

Remove Monk, add Blue Mage

I want 5e to be more OSR than it is, but not completely OSR. I don't want to play Labyrinth Lord.

>Race
REMOV GNOME REEEEEEEEEEEE

>Class
Sorceror. having their stuff be charisma based never made sense to me. I would probably re-fluff them as more like warlocks or something

> Remove race
Tough call between gnomes and dragonborn. Nobody except for the worst randumb players ever play gnomes, but dragonborn attract furries and simply do not fit in the majority of the settings.
> Remove class
Warlock. Warlock was a mistake.
> Add class
Warlord. Trying to make it a fighter subclass just doesn't work.
> Add race
Nothing. What we have in the core is enough.

CLASSES: I would remove the Ranger as a class. If you want to play one, make a ranged Fighter, or a nature-themed Paladin, or a Rogue with outdoorsy skills, or a multiclass Druid. I would add some sort of catch-all class for monstrous PCs. It'd have a bunch of kitchen sink "mutation" options, with more and better ones available as you progress. Maybe allow you to respec when you level up, maybe a point-based system for powers like Pathfinder's eidolons. It would probably end up being overbroad and underpowered, but so is Ranger, and this class would let you roleplay more things than Aragorn or Drizz't.

RACES: remove halflings from core. Make them specific to some settings, mostly deliberate Tolkien homages and to Dark Sun. Add half-dwarves to reinforce the joke about humankind's Kirk-like tendencies. And while I'm at it, go over the racial abilities of half-orcs so, just like half-elves and half-dwarves, they gain something unique that neither parent race has.

>Obligitory
If anything is obligatory to your FANTASY setting, you're doing it wrong.

Remove Dragonborn, add Aasimar. Dragonborn are very setting specific and don't bring anything interesting to the table in my opinion. Aasimar are the good counterpoint to Tieflings so if you include one you really should include the other.

Remove Fighter, add Warlord. Fighter just feels and plays so generic, it has no identity to it. It would work better as an NPC class, along with a generic Thief, Priest, and Mage class for adventurer NPCs. Warlord is where it's at - battlefield control, supporting allies, tactical options, all that good stuff.

Remove Sorcerer because there are more than enough Charisma-based full casters and Warlock at least has unique spells. Add Commoner because the only niche that isn't covered yet by the current classes or couldn't easily be covered by simply adding a path to an existing class is being intentionally awful at everything.
Remove Half-Orc and add Orc. The two people who still like to play them for character reasons can just pick Human or Orc and fluff it.

Aasimar already exists in Volo's and they're horrendously overpowered as usual.

Remove humans, remove fighters

Add literal furries, add tentaclemancer

I don't play D&D so watching the autistic screeching would be entertaining. Not sure what would be the worst possible class to remove/add though

Remove Elves, Remove Wizards.

Add Wizards, Add Elves.

I meant good Aasimar in the core book, not a supplement. Put Dragonborn in Volo's or whatever.

Honestly if I could, I would pare down races and classes to the following:
>Dwarf, Elf, Halfling, Human, Orc
>Fighter, Mage, Priest, Rogue

20 combinations means you could roll a d20 for starting race/class.
>Fighters have d10 hit dice, maneuvers, action surge, and second wind but NOT additional attacks
>Rogues have d8 hit dice, sneak attack, expertise, and inspiration dice
>Priests have d8 hit dice and 9th level divine casting
>Mages have d6 hit dice and 9th level arcane casting
>All classes get two Archetypes, one chosen at 1st level and a second chosen at 3rd level
>Priest and Mage archetypes define your spell list and whether you use spell slots, spell points, or warlock recovering slots (among other options)
>Anyone can take another class' archetype (ala Eldritch Knight) but your level is halved for determining features and advancement

In addition, every class would use Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma to a greater or lesser extent. For example, Charisma might determine how many times you can use Action Surge or Second Wind each short rest, or how many Inspiration or Maneuver dice you get, or how many bonus Spell Points or Spell Slots you have. Strength would add to the damage of weapons and offensive cantrips. This change is separate and I know some would greatly dislike it, so I'm separating it from the class structure - you can take it or leave it.

Remove Race: Hebrews
Remove Class: Plutocrats

Add Race: Xenomorph
Add Class: Dicemancer

>In addition, every class would use Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma to a greater or lesser extent.

Fighters rely on Str, Dex, and Con for direct combat, Int for how many maneuvers they get, and Cha for minion-mancy and Warlord-type stuff? Can't think of a use for Wis

Rogues use Str and Dex for climbing, balancing, sneaking, and of course combat, Con for HP, Int for bonus skills, Wis for sensing threats, and Cha for feinting?

Priests use Str, Dex, and Con for combat, while Int, Wis, and Cha determine different properties of their magic like spell DC and how much they can cast?

Mages... use Con to concentrate? And Str and Dex to run away from physical fights? And Int/Wis/Cha the same way Priests do?

How would you feel if the government showed up to your home and told you if you didn't come with them to dig public ditches and work in a soup kitchen without pay you'd be thrown in jail? It's not like free will is a big deal. You're being forced to do a good act so you shouldnt complain right?

remove all races, add race-as-class (all races are classes now)

you'll just make everyone MAD

Remove
>Half-Orcs, as they are just stupid. Why not have have regular orcs as a player race? People will play them exactly the same.
>Warlock, they serve no purpose and should just be a flavor of sorcerer.
Add
>Some sort of Death Knight/Revenant class, it would alleviate the need for "good necromancers" and "undead paladins."
>FOOKIN RATFOLK

My idea for attributes is roughly:
>Strength adds to weapon and cantrip damage
>Dexterity determines weapon and cantrip accuracy
>Constitution determines hit points and hit dice recovery
>Intelligence determines save DCs and spells/maneuvers known
>Wisdom determines starting Inspiration per short rest (1 + Wisdom modifier perhaps) and proficiencies known
>Charisma determines uses of martial class features and spell points / slots for casters

Physical stats improve your passive combat abilities, the stuff you rely on when making standard attacks with blade and magic. Mental stats improve your active combat abilities, the resources you can dip into to perform exceptional feats beyond your normal means.

A mage with high Str, Dex, and Con would have really good, consistent damage with their at-will attacks and be surprisingly durable. A fighter with high Int, Wis, and Cha would be very versatile and have lots of tricks and stunts they could pull off. Different attribute spreads would encourage different playstyles but you could totally play a low-Int Mage or a low-Str Fighter and still be effective. Optimizing would be less about following what your class demanded of you and more about focusing on what you, the player, want your character to excel at.

I use something very like this in my own campaigns and it works great. Our Ranger is more mental-attribute focused and plays more like Green Arrow with trick shots and resources supplementing lower base accuracy and damage, while the Warlock is more physical-focused and compensates for having fewer spells and invocations by getting up close and personal with his Eldritch Blasts.

Exactly. When everyone needs every attribute to a greater or lesser extent you'll see a lot more variety in builds. Imagine a world where you can play a Barbarian with 12 Strength and not immediately and forevermore suck.

>Strength adds to weapon and cantrip damage

I guess you'd play the "cantrips cause fatigue" card to explain that Watsonianly?
I mean that'd realistically be more CON, but it's not that bad

>Remove Fighter: to broad of a class for me.
>Add Soldier: basically fighter with a different name and different skill set, nature, survival, and a built in feat called formation, if two or more Soldiers are within ten feet of each other they add a plus 1 to all attack rolls for every other soldier within range.

>Remove Gnomes: I just don't like gnomes in the game.
>Add Fairy: size tiny; minus 2 to Str, plus two to Cha, two subraces; pixie, plus one to Int, and sprite, plus one to Dex.

>Remove Gnolls, Psions
Gnolls are 99.9% fetish fuel/furfaggotry/both
Psions never felt like they fit into a fantasy setting

Add an alchemist class (that focuses on potions and poisons, rather than pathfinders throw bombs and turn into the hulk thing)

Can't really think of any races I like that aren't already there.

Remove Tieflings and Sorcerors.
Add warlord (or magus) and... Iunno, probably obligatory humanoid beast race.

Remove Tiefling
Add Half-Demon

Remove Bard
Add Warrior Poet

Fuck dragonborn, bring in kobolds as core race.

Fuck monks (thou druids are a close second), add no new class.

Remove Gnomes and the Fighter. Add the old school Hero and Golems.

This is a fucking mess that would be better served by completely decoupling combat efficacy from stats.

>I guess you'd play the "cantrips cause fatigue" card to explain that Watsonianly?
>I mean that'd realistically be more CON, but it's not that bad
Pretty much. Consider Strength as your ability to apply force regularly in a short period. Smashing down with a hammer isn't all that different from gathering arcane energy and flinging it at someone with deadly force. It's slightly hand-wavey but not completely unrealistic. Casters who want to focus on mental stats will still be throwing out high-damage fireballs and the like, and will have more/better fireballs as a result. Casters rely on physical stats for at-will combat options, Martials rely on mental stats for encounter/daily combat options.

I disagree. The changes would be quite simple to implement, and indeed they have been in my game. For example:

(under Wizard Proficiencies)
Skills: Choose 1 + your Wisdom modifier from Arcana, History, Insight, Investigation, Medicine, and Religion.

(under Short Rest on page 186)
A character can spend one or more Hit Dice at the end of a short rest (...) as explained below. In addition, a character sets their Inspiration points to 1 + their Wisdom Modifier after taking a short rest.

(under Fire Bolt on page 242)
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 + your Strength modifier fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell deals double damage at 5th level, triple damage at 11th level, and quadruple damage at 17th level.

Just make spell attacks 1d20 + Dexterity + Proficiency and you're good to go.

>>book of weeaboo
Get the fuck over yourself. Half the shit in there has mythological basis and martials should be equal to casters.

This design concept spreads characters thinner at core competencies (read: combat), makes martial characters worse (you need two stats to hit/damage, a stat to use your class features, a stat to *get* your class features if you have maneuvers and Con to not die), doesn't make Wizards any worse (Int caster with most spell slots), makes Wis a dump stat if you have Wis Save proficiency (Inspiration and skills are not worth pretty much anything else on that list), keeps Cha a dump stat unless you're a maneuver martial, in which case you're fucked, and pisses on Wisdom casters.

It's easy to implement because making things worse is easy.

Bards. I hate them, weird concept, takes me out of the game, music isn't magic, wtf. Belongs in it's own system, doesn't have a place in the god gives me magic/smarts gave me magic split.

Halflings. They aren't heroes. They're precious cargo/baggage. It makes no sense for a PC to be a fucking hobbit. They were underpowered and useless and only did anything because "I will not underestimate you this time" plot armor over and over. I'd take out gnomes, too. I hate them. I'd replace them with goblins, but only if all character art for them was done by Incase.

Oh, we're adding stuff? A proper class focussed on temporary summons (maybe some kind of necromancer a la d2?) And for race, I dunno. A functional golem race? Maybe WC Orks?

Remove Halfling
Add Balrog

Remove Druid
Add Ninja

Governments are there to keep us from being raided and to organize the raids.

The walls need to be built and the soldiers need to be fed and clothed. Get to work citizen or get on the pointy end of a spear.

Remove Elf. Nobody likes elves except girls, and girls don't play D&D.
Add Space Marine. Everyone loves Space Marines, just ask Games Workshop.

Remove Cleric. Everyone is enlightened by their own intelligence now, so nobody would ever play a class that worships Big Sky Men.
Add Chosen Undead. It'd be SUPER COOL and wouldn't die ever!

Remove Gnomes. Remove Paladin.

Add kemonomimi girl race. Add esper.

Remove kobolds.

...

That's it.

> Remove Paladin.
> Add kemonomimi girl race. Add esper.
How do people even live with taste to shit?

How can newfags not even identify a bait post?

REMOVE ELVES, ADD DROMITES

DOWN WITH KNIFE EARS, UP WITH BUG MEN.

DEATH TO WIZARDS, VIVA LA PSION.

NO MORE VANCIAN, YES MORE PP

GIVE ME THE PP, FILL ME UP WITH THE PP

> Implying it's bait
Look at /pfg/, it's infested with those kind of fags.

We already have Kobolds. So what exactly will Ratfolk add?

That's precisely the kind of reaction that person was baiting out of you.
And even /pfg/ is not as obvious.

>Bring back a metric fuckton of the cool stuff from the NEXT playtests that they culled because they were playing it safe.

Such as?
Remove: Monk, Dragonborn
Add: Shaman, Beastfolk (subraces are...any animal + man combo)

After a cursory search through the replies....are you me?

IMO Shaman is the midway point between Barbarian and Druid

What was some of the stuff they removed?

From what I've heard
> Fighters had this special die they could use to initiate manuevers. Kinda like battlemaster, but they refresh much more often.
> Apparently, kender and warforged were core races at some point?

This, a trillion times.

>Our setting is standardly fantastical. Of all the possible imaginary things we could have, we have thoughtfully provided you with the staple ones.

Generic fantasyfags are the cancer that is supporting DnD.

Remove Wizards of the Coast.
Remove Aarakoa, Halflings, and Yuan-Ti Purebloods.
Add Warlord.
Add Ratfolk (ratfolk, not skaven, so they would tend towards Lawful or Good or both like halflings).

I was going to back you yo before reading

I think you are placing it at the same lvl as torture when its more like a "mental mindcuffs"

Remove kitsunes.

Remove monks.

Replace with new race that is actually unique and alchemist.

Remove gnomes, remove fighter

Add fey corgis, add warblade

>What would you do?
Play 2e. All class/race problems are solved.

>This design concept spreads characters thinner
I disagree. It just discourages the 'dump stat' mentality that plagues D&D.
Low STR? Your at-will attack damage will suffer.
Low DEX? Your attack and defence will suffer
Low CON? Your durability will suffer.
Low INT? You'll have fewer combat tricks and they'll hit less often
Low WIS? You'll have fewer skills and less Inspiration to make certain attacks / defensive actions count.
Low CHA? You'll have fewer combat tricks per day

Characters in D&D start with about a +6-in total attribute modifiers at 1st level, +7 if human, assuming they use the standard array. I don't think it's unreasonable to penalize Wizards in a meaningful way if they put an 8 or 9 into Strength, that just means that their other attributes are all average or better than average. If you instead think that the system expects characters to be above average, then set the baseline the game presents at requiring a +0 or even -1 modifier. Instead of framing it like suffering from a low attribute, instead present it as rewarding the player for a high attribute.

Remove half elves.
Add "undead construct" race.

Remove sorceror.
Add nothing. Take that effort and apply it to making the existing classes more distinct.