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1 year ago ::
Jan 09, 2012 - 5:56PM
#31
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Date Joined:
Jan 28, 2004
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Why reunificating the fandom, at the risk of dropping positive changes and evolution in designs, is important?
What do you think WotC/Hasbro will choose: money or a good set of rules?
You can walk and chew bubblegum in life.
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1 year ago ::
Jan 09, 2012 - 6:01PM
#32
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Date Joined:
May 14, 2007
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Oh boy, a Design wish list! A lot of this post could easily be stabbing the d20 System, but rather than doing that, I will give my honest feedback, except not so honest since I don't want to stab d20 too much, just enough to make a point.
1. Make Hit Points less abstract please. Implement a system that makes Hit Points measure a character's health while also not being the only means to kill a character. Rely less on Hit Points to measure how close a character is to death. There are ways, don't look at me with that confused stare.
2. Keep the original classes and races, but expand the options for each in the Core rulebook so that a fighter is not just a fighter, he can also be a gladiator, a mercenary, a soldier, a knight, etc. Emphasize the differences between these options. My druid of the tundra is significantly different from a druid of the desert, the mechanics should play out to emphasize this difference. As such, my elf from the city is different from the elf from the woods.
3. Remove powers. Bring back god wizards, skill monkeys, and meat shield-y fighters. Remove static roles. Keep in mind that any class should have the option to play similarly to other 'roles', they simply don't do it as well because they are somewhat stuck in their main role. As such, every character with the same race and class should have options to keep them completely different from each other.
4. Remove the rating system for enemies. I know, this is difficult, but there are ways to 'centralize', so to speak, encounter challenges to work with any group, regardless of level. The d20 system is more flexible than one would think. Why remove the rating system? It's rather uneven anyways and really restricts the creativity that could go into monsters. By developing monsters as they would appear in any given game of DnD, not just specific challenges that the players would fight, the idea that combat should be used for any given situation is virtually eliminated and promotes the idea that players should be creative when dealing with monsters.
5. In response to number 4, eliminate the necessity of combat. I get it, DnD has been kill the dragon and steal the treasure, but logically, characters will come into contact with monsters that are far too powerful for them to deal with. Promoting the idea that they are in fact mortal, not super heroes, makes the game more exciting.
6. Streamline character creation, NOT the rules. It's surprising how simple a game becomes when you lay out character creation in a manner that makes it seem less complicated.
7. Make success and failure more abstract. Failing your Jump check shouldn't mean 'you fall and die', simply they didn't do it as well as they should. Also, DC's shouldn't be so specific. If a jump is difficult, it's difficult. The GM can give a specific description if they like, but this description shouldn't be so strict as to affect the DC.
8. NIT-PICKY STUFF: Simplify the combat system (dear god, especially grapple), make every weapon and armor unique, bring back the hefty tome of spells from past ediitions, rely less on mechanics and more on fluff, and don't make intricate rules for EVERYTHING EVER
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1 year ago ::
Jan 09, 2012 - 6:03PM
#33
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Why reunificating the fandom, at the risk of dropping positive changes and evolution in designs, is important?
What do you think WotC/Hasbro will choose: money or a good set of rules?
You can walk and chew bubblegum in life.
Yup, but 4e didn't meet sells expectations and Paizo seems to be doing fine.
Hmmmm. I wonder where WotC/Hasbro thinks the cash is... I know! Another completely new gaming system that has nothing to do with the not successful 4e and the successful 3.PF! It is so crazy...
Resident Socialist and Undying Troublemaker Martyr of Section 1, 2 and 4 Original Troll of the House of Trolls
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1 year ago ::
Jan 09, 2012 - 6:07PM
#34
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Date Joined:
Jan 28, 2004
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Why reunificating the fandom, at the risk of dropping positive changes and evolution in designs, is important?
What do you think WotC/Hasbro will choose: money or a good set of rules?
You can walk and chew bubblegum in life.
Yup, but 4e didn't meet sells expectations and Paizo seems to be doing fine.
Hmmmm. I wonder where WotC/Hasbro thinks the cash is... I know! Another completely new gaming system that has nothing to do with the not successful 4e and the successful 3.PF! It is so crazy...
In life also, the two sides can spin.
Don't buy the Paizzo cool aid, they are the CAQ of RPGdom.
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1 year ago ::
Jan 09, 2012 - 6:19PM
#35
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Well people want DnD to fail...
Resident Socialist and Undying Troublemaker Martyr of Section 1, 2 and 4 Original Troll of the House of Trolls
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1 year ago ::
Jan 09, 2012 - 6:28PM
#36
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To be realistic, I own all of the RPGs that I will ever play already. I never buy 4th edition. I followed 3.5 and Eberron until it was killed. I would support and buy additional Eberron material, but nothing else.
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1 year ago ::
Jan 09, 2012 - 6:32PM
#37
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Well people want DnD to fail...
It's too big to fail! The goberments gotta bail it out!
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1 year ago ::
Jan 09, 2012 - 6:40PM
#38
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Date Joined:
Feb 27, 2010
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1. A GURPS-like approach so you can customize your character to be your character. Make a handful of class Archetypes (e.g. Fighter, Rogue, Mage, Cleric) with the ability to select powers, feats, proficiencies to specialize my character. A rogue can become an assassin, ninja or acrobat. A mage can be a pyromancer, necromancer, illusionist, etc. A fighter can be a knight in plate, dual-wielder, armsmaster, or barbarian. A cleric could be a paladin, druid, shaman and so on.
2. If you're going to promote D&D via novels featuring parties of with non-traditional party composition, make the game so that it doesn't require much, if any, encounter customization for non-traditional parties to just walk in and start playing. Is it really necessary to push the game towards a pre-determined number of characters filling specific party roles (Healer, Tank, Striker, Controller)?
3. If you're going to continue to sell an online application for the game, how about it working well before the follow-on edition of the game is released? In other words, why is it that there are multiple free gaming apps yet the Virtual Table is still in beta and arguably has fewer features though I've been paying for the application for over a year?
4. Don't play the silly inflation game (later books with stronger pwers/feats) to try and sucker people into buying more books. That only works with CCGs. Your fan base is not buying more books to "keep up," they're buying them for the variety.
5. 4E isn't bad. Take the time to rebaseline, refine, and balance the game. Hopefully you were keeping a list of lessons learned while developing it. If not, pay someone to do it this time.
6. Think outside the box. In a previous post someone commented on the D20 being a core to the game. Does it really have to be? If its not intuitive what interactions the dice are representing, perhaps the dice are unnecessary or perhaps a more intuitive mechanic could be used with the dice.
7. Lose the "lets incorporate the latest teen trend as an aspect of the game." I'm not playing Twilight The Roleplaying Game so I don't need monsters (Lycanthropes and Vampires) as characters. I'd really hate to see D&D evolve into Harry Potter or someone else's fantasy world.
8. Another comment on classes. It seems that many, not necessarily all but probably a majority, enjoy dealing large damage. Make it so each role, assuming you're going to emphasize roles, can deal significant damage and play their role. I would eliminate strikers in that case and only have Tanks, Healers, and Controllers. Each one would have strong attack powers with secondary effects (heal, tank--grab aggro, and control). This allows everyone to be a striker. To retain traditional roles for those who want them, allow feats that let them lessen their striker power in favor of additional "role-specific" bonuses ala a Pacifist Cleric.
9. Explain character mechanics more clearly in the Players Handbook by providing a sample character build and how it'd operate in combat. This would eliminate the "need" for essentials classes. I.e. "Here's what a sample Cleric would look. See how we focused his stats on X and Y. Since those were his primary abilities we chose race N because it provided bonuses to those ability scores. We chose equipment A to serve as his implement which is necessary for power F. Also, we selected feat Q to provide a bonus to power F." Now you wouldn't have to spell everythign out but explaining explicity the special mechanics for a class such as a Ranger's Hunter's Quarry or a Warlock's Curse would help ease people into a game. Explain basic strategy but leave advanced strategies to be discovered in game sessions.
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1 year ago ::
Jan 09, 2012 - 6:40PM
#39
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Now that 5e looks like it's approaching on the horizon, I'll take the time to brainstorm some ideas on how classes should be handled in the new edition.
1. Powers are now tied to power source instead of class. Each class now has access to a certain number of power pools - whether they be Martial combat styles, Arcane schools, or Divine domains. For example, a Fighter would gain access to two-handed, sword-and-shield, and two-weapon fighting styles, while a Ranger would gain access to two-weapon fighting and archery styles (given more flavorful names than that, of course).
Some classes might have access to multiple power sources, such as a Paladin that can use both certain martial styles and divine domains. The Essentials-style 4E has dabbled with some of these ideas, but is hampered by a lack of choices (which might be a deliberate design choice). These power pools would be a lot broader to allow for meaningful choices within their themes.
2. If hard-coded roles are kept (Defender, Striker, et al), then classes should be able to choose more than one role (such as a Fighter choosing to be a Defender or a Striker, or a Wizard choosing to be a Striker or Controller). Given the high number of Strikers in 4e, maybe the Striker role could be broken up further into a Striker (high single-target damage and mobility) and Blaster (heavy damage to multiple enemies). For instance, an Evoker Wizard would be a Blaster, while a Rogue would be a Striker.
Any thoughts?
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1 year ago ::
Jan 09, 2012 - 6:50PM
#40
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Those of you suggesting powers be tied to power source:
I think this is an excellent idea for the most part. At the same time, I think there has to be limitations. An attack that takes a bit of acrobatics to do should require a dexterous character, while an attack that requires immense brain power should require a good intelligence. It could make for an interesting system. I'm honestly not against leaving the power system the way it is at all. I like it. It just needs more balance.
The potential problem I see with the system suggested is that instead of characters in a particular class always taking a particular power, every character in a particular power source will take a particular power, and if you're in a particular power source you're always going to want so much of a particular ability score to make sure you can take such and such power.
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