Domain of Many Things (DoMT) had an interesting blog post about how 5e is fundamentally a good game, but that quality is obscured by 'layers of interdependent ill-considered bloat' that need to be cut off. Overall, I agree with their assessment: I just like different solutions. I am more a pruner than a logger, by nature.
Let's take them one by one.
1) Darkvision & The Light Cantrip. DoMT argued they remove the challenge of darkness, and should be cut.
I agree that if you are starting a campaign, removing Darkvision and the Light spell are possible 5e hacks. BUT not all parties will agree, and if you are running a campaign already, taking these away from PCs is un-fun. Are there other options?
My hack:
Let's say we are starting a campaign. Here's two alternative hacks:
A) Instead of banning Darkvision and over-penalizing elf and dwarf PCs, instead convert all Darkvision to Dimvision, which sees in dim light like it is bright sunlight. Moonlight, a faraway torch, they see like owls. But complete dungeon darkness? No way.
B) Keep the Light spell--and make it require concentration and be on an object the wizard is carrying. Wizards have to choose between between concentrating on Light or another defensive spell. If the wizard gets hit hard, out go the lights. And what monster with Darkvision (let's say they ALL have Darkvision, copying Shadowdark) wouldn't prefer to attack the light source? Parties will learn to carry a torch instead, less risk.
In the middle of a campaign and can't change the rules?
C) Make frequent usage of the Darkness spell by enemies and cursed objects. Give any necromancy-affected areas a side-effect of Greater Darkness, a homebrew fog of war that limits Darkvision and light sources to 10-20 feet. And remember that Darkvision is black-and-white dimvision in the distance, which gives enemies advantage on hiding. A few sneak attacks from the darkness or scenes puzzling out color wall runes in black and white, and they will start carrying torches.
2) Goodberry. DoMT says it removes the challenge of food, and should be cut.
I agree Goodberry is an annoying hack if eaten daily, but it lets a druid or ranger save the day the first time it is cast. Can we have both?
My hack:
Sure, just make a Goodberry magically OVER-filling. It's something that 1) cannot be eaten more than once a week, 2) is uncomfortable to eat and can't be fed to unconscious people. Now the party can hoard them as emergency food, but it only saves them from starvation for a day and cannot heal the dying.
3) Base Carry Capacity & Bag of holding. DoMT says they remove the challenge of inventory. Bags should be cut, and a homebrew carrying capacity system is needed.
Not everyone enjoys inventory management, and giving a party a Bag of Holding is one way to waive that away and focus on the fun. I do it in my home game.
Know your group and pay attention to what they do at low levels. If they track inventory like hawks and always carry tools for all jobs, DoMT is right, avoid giving them a Bag of Holding. But if they don't care about inventory and/or hate tracking items, give them the Bag--they will RARELY have the tools they need for a job anyways. Murder-hobos gonna murder-hobo, not doom-prep.
As for 5e's inventory issues, DoMT is totally right, it stinks. There are a variety of homebrew inventory systems: I have a SUPER SIMPLE one for you.
My hack:
If you decide your group would benefit from a Bag of Holding, keep track of who is carrying the bag. Nothing can be retrieved quickly from there, so combat uses are out. It takes 5-10 minutes to rummage through it.
Regarding inventory, DoTM's inventory system is cool, check it out. But I like even simpler: I have my inventory-averse players only track what they are carrying. Everything else takes an action to retrieve from their pockets/backpack. When you think they are getting overloaded or about to carry massive items, warn them they are close to carrying Too Much Stuff. The simplest encumbrance system is BINARY:
- Too Much Stuff (disadvantage on every roll, half speed), or
- Enough Stuff (normal).
Gold in 5e weighs about 50 gp to 1 pound, or about 100 gp to 1 kilo. When they start carrying a 50 lb (25 kilo) sack of gold (2500 gp), that's Too Much Stuff to be fighting with (when added to the armor, weapons, backpack, etc.).
4) Arcane focuses. DoMT says they remove a needed 'internal character balance'.
Agreed, removing all spell components is problematic. But 5e is just recognizing what many tables do in practice--keeping track of spell components is not FUN. Exception: for some spells, especially powerful ones, securing the right spell components (the ones with costs) should require a quest, and is FUN.
But bat guano? It's hard to feel heroic unearthing a trove of bat shit.
My hack:
Small "change"--arcane focuses can't replace costly or rare spell components (because they cost $ to get!). If you think a spell is overpowered in 5e (looking at you, Banishment), just require a costly or rare spell component (in Banishment's case, it already requires a rare one, as written) The Weave changes, and existing spells can change as the DM gets sick of them (or better, anticipates abuse).
5) Healing Word. DoMT says healing is too easy, either cut the spell or double-tap to auto-kill unconscious players.
Whoa! I completely agree with DoMT that magical healing in general makes death all too rare in 5e games, and that Healing Word is too much healing as a bonus action, creating a death yo-yo as unconscious players pop up and down. But I feel double-tapping downed PCs as a solution is unlikely to get player buy-in at many tables. You might as well remove the Unconscious and Death Save mechanics altogether. Even most OSR games are not quite that lethal.
My hack:
The first time you drop to 0 hp and get back up from magical healing you have a level of exhaustion, this first level goes away on a short rest. For each additional time you go down and are raised by magical healing, you gain an additional level of exhaustion, and the moment you hit level 2 all the levels take a long rest to get rid of as standard. Failed Death saves don't reset until a rest clears you of one level of exhaustion (or you roll a nat 20 death save). Source: Unknown Redditor (I looked).
6) Long rests DoMT says they reset everything, undermining resource management, so use mid-night wandering monsters and bedroll requirements to limit long resting.
Yep, this is good stuff, DoMT is on the money here. Not only are long rests unrealistic and hard to justify in terms of recovery (you nearly died just now, 8 hours later you are all WELL), they make it hard to challenge players who like to field rest often (curse you, Leomund's Tiny Hut!).
My hack:
Fictionally, I make it clear to players that they made a deal with an unknown patron before starting adventuring, and that's the reason they heal so unnaturally fast. In game, I turn long rests into short ones by hitting them with mission time limits, wandering monsters, freezing floors that keep them awake, earthquakes, all-night undead pirate shanties, you name it. They are used to waking up mid-watch and realizing the DM will not let them long rest here. Anything to keep up the pressure.
They often fort up and attempt to rest mid-dungeon--and half the fun for me is anticipating that and shooting. it. down. The other half is rewarding them with a long rest when they are clever and fort up well.
But if I was starting a new campaign?
I would limit long rests to comfortable beds in secure places: no dungeon long rests unless they have fully cleared a floor and have dry bedrolls. And once they discover the glory of the Tiny Hut, that's when the monsters start howling outside all night and digging under the dome.
