I never had a problem with A/D. It was a little coarse, but fixed more problems than it created. I don't agree that subclasses were intrinsically broken. There were a few that needed rework, but even as-is, they weren't breaking anyone's game where the OP character just took over while the rest of the party held his luggage. I've played and run multiple campaigns to ~14th level, and not a single one flew apart due to one class being deeply broken. I never needed a sheaf of house rules to make 5e playable. Only cantrip that was marginally an issue was Toll the Dead.
What I would change, aside from tweaking a handful of problem classes & spells:
- Rework spell scaling with level.
- Allow casters to concentrate on one additional spell every 5 levels or so
- Delete "bonus action." Rework the existing bonus actions to not be stupid.
- Delete multiclassing.
- Make every class able to retrain at least one spell on a long rest, DMs pretty much let you fix bad spell picks anyway, despite the rules formally disallowing it. So...formally allow it.
- Delete feats as such. Allow characters to choose +2 ASI, a save proficiency, 2 weapon proficiencies, increase armor proficiency, or 2 skill proficiencies at the appropriate levels.
- Reintroduce the Turn concept. Some powers should be "once per Turn" instead of "once per Short Rest," like Action Surge. Have a well-defined section on managing the party's Turns.
Those would be my main changes.
I will agree that subclasses aren't exactly causing games to implode via OP (other parts of 5e do that) but more that they are limiting. You don't see a lot of variety in subclass choices, its always the latest meta which is always the one from the latest splat.
I guess I should also point out, for full honesty, that I haven't run anything 5e that wasn't with Pregens since Tasha's. So its all 2nd hand after that, but everyone always picked the same combos.
I wouldn't give casters free concentration, but I think a Feat or progression option for addtional slots wouldn't be the worst. I think the real issue is sort of like A/D, there is too much crammed into the "Concentration" pipeline. I would maybe give spells a "concentration level" so weak spells don't consume as much resource as strong ones.
back-of-napkinning, maybe have a "press you luck" mechanic on concentration. You can try to stack more spells, but the more you stack the higher the odds you fuckup and your mind goes fully blank.
Honestly I feel the bonus actions are fine-but-nitpicky. I would prefer something that doesn't break flow, or make people feel like they HAVE to find a bonus action (big issue with 4e & minor actions). I would maybe do something like halve move speed, change round action economy to "Action and 2 moves" and make bonus actions "move" actions, and maybe for most bonus actions add "you may also move one square"; but that fucks with things like Slow.
PF 2e does something sort of similar in their action economy, but when I was running a "solo demo" it was just so unnatural.
I really like the idea and customization with multiclassing but it always fucks up balance. So many 'le reddit' builds use Multiclassing.
Sort like I like the idea of feats, but always its either everyone always chooses the same dozen or so, or the preqs are so ridiculously spergy. In my mind, you'd choose a feat or two at character creation, and then gain new character bonuses as you adventure - not as you level.
Did you solve the issue with the Necromancer by talking things out? You now get a Silver Tongue +whatever to diplomacy. Did you eradicate the goblin nest with cleansing fire? You're now a pyromance, add 1d6 to all fire spells.
I sort of do this with my B/X games where even though B/X doesn't have feats, I give characters feats as rewards related to what they did.
One of the smarter things PF2 did was to hardwire retraining into the game. If you have a system with a shitload of options, chances are that someone's going to make a pick they're not happy with. I've never understood the mindset of 'Oh, you picked X feat/ability/option/spell and it doesn't really work for you? Lol, sucks to be you.'
>TFW D&D 4e did it first
