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Switch to Forum Live View 5e - How to mix editions and come out ahead
1 year ago  ::  Jan 12, 2012 - 2:39PM #1
Valdier
Date Joined: Nov 9, 2005
Posts: 115

I think what a lot of us realize, is that there is a strong 3.x crowd, there is an equally strong 4.x crowd. It's hard to argue numbers either way, but ultimately, which one has more or less isn't what matters. Everyone loves their edition and or likes/dislikes a previous edition.


This is my attempt to start sorting through what I like/don't like about each edition and what would work out to be imo a useable and good system between the 4 previous editions. I would really like to see other people doing the same.


If Wizards is truly trying to bring "editions" back together, meeting somewhere in the middle is imo the best option, and completely do-able with plenty of versatilty in game options for DM's and players.


(note these are just my starting ideas from having played: White Box, AD&D, Basic D&D, 2e + options, 3e, 3.x, 4e+essentials)


Healing/HP’s:


4e:

  • Pro – cleric isn’t essential, healing is scaled to class/hit point value. Characters start less fragile but are still in danger.
  • Con – It feels like after a combat, you fully heal with no expenditure and no reason.

1/2/3.x:

  • Pro – Healing felt essential, it was a critical resource that had to be managed
  • Cons – Clerics were mandatory, healing didn’t scale well at all and was way too random. Characters literally drop in one hit.

 


Proposal:

  • A fixed starting hit point amount, ala 4e and 3.x, I lean more towards the larger 4e number with increased monster damage ala 4e.
  • Characters get a hit point amount per level (‘base&rsquo, wizards get 6, clerics 8, fighters 10, barbarians 12
  • This is also your base healing amount when a cure spell is cast.
  • Healing spells heal your ‘base’ amount +1 dice.
    • More powerful healing spells add more dice and/or increase the ‘base’ amount
    • Characters could once per encounter/day/whatever rest and “second wind” to recover ‘base’ naturally. Perhaps a higher number to make magical healers “less” required.

 


Spell Casting:


4e:

  • Pro – Casters never run out of spells, they never feel useless or overpowered.
  • Con – Casters feel like “everyone else”, essentials sorta fixes this.

1/2/3.x:

  • Pro – Magic felt different from the rest of the system, spells were varied and often unique
  • Con – Casters were *way* overpowered at high levels, useless at low levels (except a few broken spells)

 


Proposal:

  • Non-casters go back to a set “basic attack” similar to essentials and previous editions.
    • Give these non-casters some cool abilities/stances/auras that let them occasionally do extra stuff to make them less boring.
    • Let them use them at will with perhaps a duration and a small cost to activate them (a few hp’s?). This helps ensure they aren’t constantly spamming some ability without specifically returning to power cards and when they can be used.
  • Casters go back to having spell books (clerics and mages, for example). They have a list of spells they know, perhaps maintaining a reasonable limit per level (not 1/2/3.x where you have 100 spells per level).
    • Allow casters to use 1st level spells they know “at-will”. And a casting progression chart after that like:

Character level/Spells per day


1st level spells


2nd level spells


3rd level spells


4th level spells


5th level spells


1st level


Unlimited


-


-


-


-


3rd level


Unlimited


1


-


-


-


5th level


Unlimited


2


1


-


-


7th level


Unlimited


3


2


1


-


9th level, etc


Unlimited


Unlimited


3


2


1

  • This gives a mix between Vancian casting and the 4e idea that casters never run out of spells. It gives a spell progression back to casters and allows them a cool number of unique spells per day without ever running out of lower level ones.
  • Spells can be balanced with “similar” damage/effect output as other classes so they don’t completely outshine everything as in previous editions.

 Roles


4e:


  • Pro – Easily gave players an idea of what kind of character they wanted to play
  • Con – Gave the impression and feeling that you were then pidgeon holed by class choice.


1/2/3.x:


  • Pro – Roles existed just like in 4e, they just weren’t pre-determined. Character classes essentially fulfilled one or two “roles” but it gave the illusion of being more free-form.
  • Con – Could be confusing for new players and allowed people to make “traps” for themselves by trying to be something their class wasn’t very good at without extreme tricks.


Proposal:


  • Some variation within. The concept of roles isn’t going anywhere, but perhaps design classes around the idea of having more than one role be an option. Drop striker completely, because everyone wants to be one anyway… give all classes the ability to deal damage if they want to make those decisions for their character.


 


Classes/kits/paths/etc:


2/3/4e: Pretty much the same, a giant amalgamation of a dozen different classes. 4e had by far the most balanced game play and had the least “useless” classes.


1e: Much fewer in overall classes, some were completely broken, others completely useless.


Proposal: Don’t go back to 1e. Multi-classing needs to be a real option without making a character useless.


 


Races:


All Editions: A mixture of roughly the same races with a few new ones per edition.


Proposal: Take the base races from every Initial PHB to date, these should be the base races of 5e.


  • Humans, Elf (Wood elf), Eladrin(High elves), Dwarves, Half-elf, Gnome, Dragonborn, Halfling, Tiefling, Half-Orc.
    • Use the original names for Elves, High Elf/Wood Elf, drop Eladrin.
    • This mixture keeps all edition players happy.
    • Drop stat bonuses from race completely, instead giving interesting benefits and abilities.


 


Magic Items:


All Editions:


  • Pro – Gives character cool new things and a regular bonus to reward them for adventuring, a new occasional perk of cool stuff.
  • Con – An escalating need of needing more and more magic to be a useful character has been growing since 1e.


Proposal:


  • Get rid of magic item bonuses completely. No more +1 swords, no stat boosting items, not defense boosting items. This just leads to “required” items that ruin the fun of magic and just make the game more tedious for the DM.
  • Create interesting items that “do” things as properties, or abilities occasionally. Think 4e with inherent bonuses. The + really stops mattering, instead magical properties and powers are what make the items interesting. Higher “level/power” items, can do better stuff giving players a reason to keep hunting for new “stuff”.
  • As an option for DM’s, allow Magic bonuses on items rather than “inherent” bonuses. Giving DM’s that really love the bonuses the option to use them in their games.
    • Lastly, let’s get rid of the ridiculous gold amounts for items. Hell 4e even had to make up new currencies just to fathom how you could pay for magic items because the numbers were so silly. 1,125,000 for an item? That is over a ton of gold. That is just silly. Drop the numbers, this isn’t Final Fantasy where numbers in the millions is cool.


 

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1 year ago  ::  Jan 12, 2012 - 3:08PM #2
MortonStromgal
Date Joined: Sep 29, 2007
Posts: 81
just my 2 cents on healing surges as a fan of pre 3e hp. Theres nothing wrong with the mechanic theres a problem with how many you get. If a day is supposedly 3-5 encounters you should only have at most have 4 surges, you need to end the day battered and bloody not refreshed. They started dealing with this in Dark Sun but the numbers are still way too high and loosing a surge on a failed skill challenege is wonky even if mechanicly sound. They also should change the label to second wind or something more ambiguous than healing.
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1 year ago  ::  Jan 12, 2012 - 3:21PM #3
The_Shadow
Date Joined: Aug 21, 2007
Posts: 13
I am very intrigued with the idea of making one's lower-level spells at-will.  It might be very hard to balance, but I think it would be very much worth trying.
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1 year ago  ::  Jan 12, 2012 - 3:24PM #4
Valdier
Date Joined: Nov 9, 2005
Posts: 115
Well, if the lower level spells are just slightly "less capable" per level, I don't think we would see too much problem... like magic missile... let it do the damage slightly lower than what a fighter of that level is expected to do with a swing. As the fighter progresses, so too would the magic missile, perhaps a little slower though. Obviously higher level spells would do more damage, be larger areas, etc... but... they aren't unlimited of course.

Just a thought?
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1 year ago  ::  Jan 12, 2012 - 3:47PM #5
myskul01
Date Joined: Aug 27, 2007
Posts: 12
One of the major aspects that I really liked, pre-4E, was that wizards had a large selection of spells at any given level. 4E has added more over time, but the numbers just arent there. Just one of the things I miss. (Note: Currently running a Wizard in 4E).

About the Hit Points and Healing comments: I really like the fact that a "surge" is a percentage of the character's HP total, not a base. This allows the fighter types to "heal" more than a mage. If they want to get rid of surges, but keep something along the lines for healing; I think Valdier has a great idea but would like to test it. There are alot of "good ideas" in theory.
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1 year ago  ::  Jan 12, 2012 - 3:59PM #6
Dragoncat
  • Hero Craftsman Gold Medalist
Date Joined: Oct 19, 2004
Posts: 1,727
No matter how it's presented, the entire "casters get special systems, noncasters get basic attacks" strikes me as problematic design.

Simply put, it's a system with enormous game mechanic implications based completely around theme.  From a purely empirical standpoint, presenting it goes as follows: "Class A will be able to do a handful of things, repeating the same actions for most of their gameplay.  Class B will have hundreds of options and different configurations, and use a special system to level up their abilities and swap them out over time.  Class A and B are equal.  But Class B is special."  By giving casters the special treatment, the game ensures that they'll never be truly equal.  Either the classes have balance problems, or the amount of support material will ensure that there is more out there for casters than anyone else (look over how many spells appeared in 3rd edition products, even ones that had nothing to do with magic).

If they're going to essentiallize things....essentiallize everyone.

Present multiple, modular designs.  The Wizard could use a spell system that allows him to pick his individual castings, and the Fighter could use a maneuver system that gives him individual combat moves to perform in battle.  Meanwhile, the Warrior could use basic attacks at a competitive rate, and the Mage could mix blaster caster basics equivalent to his fellow arcanists.  Neither side is considered "special", and no one gets better treatment based on arbitrary preferences.
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1 year ago  ::  Jan 12, 2012 - 4:16PM #7
MortonStromgal
Date Joined: Sep 29, 2007
Posts: 81
You can give non-casters their own special system. It could be henchmen, combat techniques, to name a couple.
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1 year ago  ::  Jan 12, 2012 - 4:32PM #8
Jokubas
Date Joined: Oct 11, 2004
Posts: 193
I only have experience with 3.X and 4.0, and I have limited experience with both, so I can't go into the same level of detail you have, but I'll comment on what I can.

Overall, I feel like 3.X did flavor a lot better, but 4.0 did rules a lot better. That's not to say that 4.0 didn't allow for roleplaying or have perfect rules though.

3.X had an awkward, unintuitive, unfun (in my opinion) magic system. However, classes as a whole felt a lot more unique and had things to look forward to as you leveled. 4.0 balanced the classes better, but at the cost of making everyone feel the same and leveling a lot less interesting.

I like your system of spellcasters getting unlimited versions of earlier schools as they level, but still think that non-spellcasters should have something similar. In fantasy literature, a spellcaster has the option of getting really creative and powerful, but it simply doesn't work in a game. Telling the spellcasters they can have variety and fun, but everyone else just keeps swinging and maybe even lose health for it is not fun. I think 4.0 was on to something, but it needs some tweaks. Maybe there need to be less powers that are more distinct, with your base weapon attack remaining your normal attack (or perhaps a chosen base attack from a list of simple but archetypal fighting styles).

I think your proposal of including all past core races is a good idea, but I still don't think Tiefling should come without Deva/Aasimar >_> (even if it means they need another reinvention).
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1 year ago  ::  Jan 12, 2012 - 4:39PM #9
Valdier
Date Joined: Nov 9, 2005
Posts: 115

Jan 12, 2012 -- 4:32PM, Jokubas wrote:

Overall, I feel like 3.X did flavor a lot better, but 4.0 did rules a lot better. That's not to say that 4.0 didn't allow for roleplaying or have perfect rules though.




Agreed.

Jan 12, 2012 -- 4:32PM, Jokubas wrote:


I like your system of spellcasters getting unlimited versions of earlier schools as they level, but still think that non-spellcasters should have something similar. In fantasy literature, a spellcaster has the option of getting really creative and powerful, but it simply doesn't work in a game. Telling the spellcasters they can have variety and fun, but everyone else just keeps swinging and maybe even lose health for it is not fun. I think 4.0 was on to something, but it needs some tweaks. Maybe there need to be less powers that are more distinct, with your base weapon attack remaining your normal attack (or perhaps a chosen base attack from a list of simple but archetypal fighting styles).




I agree here also, and would like to see essentials style fighter classes like the slayer, and knight... auras, stances, special maneuvers sometimes, etc... I would like to see the "melee" classes be simpler for the most part... (not just basic attacks though). I would like them to be more tactical, strategic... and caster to generally be more flashy, with more variety. A fighter that can provide an stance that provides defense bonuses to allies, or one that can charge enemies that attack allies, etc would give them plenty of options to choose from and even switch mid-fight without having to have huge power packets.

Jan 12, 2012 -- 4:32PM, Jokubas wrote:

I think your proposal of including all past core races is a good idea, but I still don't think Tiefling should come without Deva/Aasimar >_> (even if it means they need another reinvention).




I have no problem with additional races, but I think the core races really must be there.

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1 year ago  ::  Jan 12, 2012 - 4:55PM #10
kitiaraORraistlin
Date Joined: Jan 12, 2012
Posts: 21
That's a pretty valid point; there are so many different fighting styles anyways, so any non-casters should be allowed to specialize beyond just picking a weapon proficiency.  I mean, how many different ways are there to dagger fight? And that doesn't include fighting with the flat of the blade (which is harder than it looks) or stuff like that.  Granted, not all of these would be great for fighting monsters in hack and slash (ie, flat of the blade...) but would work for intrigue-heavy settings to take prisoners.
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