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12 months ago ::
Jun 30, 2012 - 7:27PM
#1
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Here are some easy fixes that would make 5E play able by all groups. They have been presented in other threads with almost everyone agreeing that they are a good way to handle it. SchemesEvery class should get schemes. They can call them something else, for fighters maybe 'fighting styles', wizards maybe 'traditions', clerics could be 'mythos'. They would define those things about the class that are major and hard to define in a background or theme. Fighter Styles:
- Sword and Board - One handed weapon and sheild. Gets bonuses to one handed weapons and sheild use.
- Two-handed - Gets bonuses to weapons that are weilded in two hands.
- Archery - Gets bonuses to ranged weapons.
- Pets - Gets to train and use a wild animal pet companion
Note: Each of the fighter styles would have a basic attack, AEDU, vancian, stamina point (see spell points), or whatever variant. Wizard Traditions:
- Vancian - Gets spells slots like the play test Wizard
- AEDU - Gets spells like the AEDU 4E wizard. Spells put into encounter slots lose half the numbuer of damage dice. If they allow a save, you get no effect on a save. If they don't have a save you get a save for half effect. Durations is lowered to 1-2 rounds, area can be smaller by half.
- Spell point - You get a number of spell points equal to the number of spell slot levels you can cast, for instance at level 3 (according to the pay test packet) you get 8 spell slot level (4 1st and 2 2nd spell slots). You could cast a total of 8 spell slots worth of spells you have prepared.
- Check chance - You roll a caster check that starts at DC 11 - character level. Each time you cast you add the level of the spell to the chance. So after casting 3 first level spells the DC is 13. After casting 3 first and 2 second your DC is 17. You add your int modifier.
Cleric Mythos:
- Sorcerer style spells - Same as play test packet
- AEDU - Get spells like the AEDU 4E cleric.
- Spell Points - see above.
- Check Chance - See above, but instead of subtracting the character level the DM keeps track of how many times you've done things that is for or against your faith and gives you a number to subtract.
Overall that would solve a lot of problems...
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12 months ago ::
Jun 30, 2012 - 7:41PM
#2
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Date Joined:
May 22, 2003
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I have mixed feelings. Yes, it would "please all" and offer desired mechanics across the board, but a lot of what people are clamoring for is a tendency towards homogenization. It occurs to me, that the devs are aiming for specific play experiences that resonate through the mechanics of each individual class. If the toolbox is largely the same for all classes, how do you create feelings of nostalgia, unique styles of class play, and other aspects of individualization that the game of D&D has as its precedent? I agree with you, and I think that many people would be satisfied (as much as gamers can be), but I am definitely enjoying the experience of exploring the intricacies of every class and being taken back to a time when very specific individuals played very specific things because they had resonating identities. ...just thinking out loud.
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12 months ago ::
Jun 30, 2012 - 8:38PM
#3
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Date Joined:
May 25, 2012
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Let's see, a single, simplified system which can be learned in ten minutes, and modified at will with later modules... ...Or three bastardized, incompatible systems shoehorned together, each of which rewuires much more bookkeeping, and which forces players brand new to tt rpgs to decide which game to play, *after* they thought they'd made that decision by buying the basic game product.
Nah.
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12 months ago ::
Jun 30, 2012 - 8:58PM
#4
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Date Joined:
Mar 31, 2012
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What I'd reccomed is to cut the inherant flavor of the classes, and lean on Backgrounds to do that. Then, make some of the Fighter specializations into Theme/feat options (ie, a "pet" fighter could take a theme that gives them an animal companion, and bonuses to it later on). After that, you can make the Wizard/Cleric options into separate classes. For example a Wizard could be a Vancian caster, and a mage could be an AEDU caster, and a Sorcerer could be a spell-point caster. A Cleric could be 3e Sorcerer-like, and a Warpriest could be AEDU. It might not be the most "efficient" thing, page wise, but it'll make it easier for new players, or people who want to get in and out of character creation very quickly.
I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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12 months ago ::
Jun 30, 2012 - 9:03PM
#5
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Let's see, a single, simplified system which can be learned in ten minutes, and modified at will with later modules... ...Or three bastardized, incompatible systems shoehorned together, each of which rewuires much more bookkeeping, and which forces players brand new to tt rpgs to decide which game to play, *after* they thought they'd made that decision by buying the basic game product. Nah.
Agreed. Which is why we are here trying to change DDN from the playtest state of being "three bastardized, incompatible systems shoehorned together, each of which rewuires much more bookkeeping" and turn it into a system that fans of any edition can enjoy.
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12 months ago ::
Jun 30, 2012 - 9:03PM
#6
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Date Joined:
May 22, 2003
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What I'd reccomed is to cut the inherant flavor of the classes, and lean on Backgrounds to do that. Then, make some of the Fighter specializations into Theme/feat options (ie, a "pet" fighter could take a theme that gives them an animal companion, and bonuses to it later on). After that, you can make the Wizard/Cleric options into separate classes. For example a Wizard could be a Vancian caster, and a mage could be an AEDU caster, and a Sorcerer could be a spell-point caster. A Cleric could be 3e Sorcerer-like, and a Warpriest could be AEDU. It might not be the most "efficient" thing, page wise, but it'll make it easier for new players, or people who want to get in and out of character creation very quickly.
Cutting the inherent flavor from classes basically guts everything that D&D is all about.
I'm not seeing how bloating character build options will make the character creation process quicker, easier OR more efficient...
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12 months ago ::
Jun 30, 2012 - 9:05PM
#7
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Date Joined:
May 25, 2012
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What I'd reccomed is to cut the inherant flavor of the classes, and lean on Backgrounds to do that. Then, make some of the Fighter specializations into Theme/feat options (ie, a "pet" fighter could take a theme that gives them an animal companion, and bonuses to it later on). After that, you can make the Wizard/Cleric options into separate classes. For example a Wizard could be a Vancian caster, and a mage could be an AEDU caster, and a Sorcerer could be a spell-point caster. A Cleric could be 3e Sorcerer-like, and a Warpriest could be AEDU. It might not be the most "efficient" thing, page wise, but it'll make it easier for new players, or people who want to get in and out of character creation very quickly.
How will it be "easier" for new players to contend with picking between two or three entirely mutually exclusive ways of designing their characters, rather than having one? That would be like claiming it would be "easier" for players who are brand new to football to first have to determine the advantages and disadvantages of American vs. European, NFL vs AFL vs XFL league rules and their varants, *before* they've ever actually played, or even seen, a game.
Simpler is simpler. More rules, additional math, more bookkeeping, more variants, are all the enemy of simplicity. Is it certainly possible to argue that the core should be more complex, and many have been making those arguments (and the devs have been responding to them). But you can't argue that "more complex = easier."
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12 months ago ::
Jun 30, 2012 - 9:09PM
#8
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Date Joined:
May 18, 2002
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Cutting the inherent flavor from classes basically guts everything that D&D is all about.
What inherent flavor? The core classes are about as generic as they can get. All the "flavor" that's left is the armor screwjob wizards are still stuck with, and the still perceived (but long abandoned) notion of Cleric getting stuck with a mace, but both of those are lingering (from Chainmail) game-balancers barely painted over with vague "flavor".
It's the subclasses and exotics that get all the baked in flavor. Even those have been on a slow path towards going away since 1989.
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12 months ago ::
Jun 30, 2012 - 9:14PM
#9
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What I'd reccomed is to cut the inherant flavor of the classes, and lean on Backgrounds to do that. Then, make some of the Fighter specializations into Theme/feat options (ie, a "pet" fighter could take a theme that gives them an animal companion, and bonuses to it later on). After that, you can make the Wizard/Cleric options into separate classes. For example a Wizard could be a Vancian caster, and a mage could be an AEDU caster, and a Sorcerer could be a spell-point caster. A Cleric could be 3e Sorcerer-like, and a Warpriest could be AEDU. It might not be the most "efficient" thing, page wise, but it'll make it easier for new players, or people who want to get in and out of character creation very quickly.
I've explained this in all the wizard threads before, you can't make a sorcerer the only AEDU caster class, because you'll make the sorcerer fans that hate AEDU mad, and you'll make the AEDU wizard fans that hate sorcerers mad. Same if you try to shoe horn it into any other caster class that already has an iconic identity.
The best we can hope for like that is a second wizard class that is functionally identical except for how they gain spell slots and that would just be double work on WotC part.
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12 months ago ::
Jun 30, 2012 - 9:20PM
#10
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Date Joined:
May 22, 2003
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What inherent flavor?
The studious, vancian Wizard. The pious, battlecaster Cleric. The skulking, dextrous Rogue. The sturdy, capable Fighter. ?
There's plenty of flavor. It's only in recent editions, through sameness and homogenization that they've seemed to lose their flavor.
The core classes are about as generic as they can get. All the "flavor" that's left is the armor screwjob wizards are still stuck with, and the still perceived (but long abandoned) notion of Cleric getting stuck with a mace. ...and further genericizing them through redundant build options will solve this perceived problem?
It's the subclasses and exotics that get all the baked in flavor. Even those have been on a slow path towards going away since 1989. I don't agree.
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