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1 year ago ::
Jan 24, 2012 - 10:08PM
#11
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Date Joined:
Nov 24, 2009
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Top five in no order of preference.
1) A system of determining levels of success for non combat challenges. ie. Did the group roleplay the scenario unexpectedly well, mediocre or lousy which gives them a multiplier on the bonus xp of the given scenario. The players worked well as a team and integrated good roleplaying techniques, and came up with ingenuitive strategy rated "well" so thats a 1.5x xp modifier (mediocre x1, lousy x0.5). This not only instigates the players to roleplay and use that imagination of theirs, but not stick so hard and fast to the listed "skills" on their character sheets....it also immediately endorses xp for things other than combat. I love the game for the intellectual challenge....and find almost no challenge at all in making a really dangerous character....sure its fun mowing down everything in sight for a few sessions, but then it gets old so the game needs to mix it up. Giving individual xp bonuses is a good thing (i'm sure Martha would agree), if you're good at what you do, then you should reap the rewards...if some people outdistance others at the table in xp/levels...then so be it.
2) A system that can be either grid OR imagination that can easily adapt to either method. 1e had this but most people i know favoured the "no miniature" method of roleplaying. But given this, there should be no grid at all on the map shown to the players or else it should be less of a concern. If your character wants to "hold the tunnel" how can he if he's stuck to one side of the 10 foot wide tunnel on the 5' grid (DM: "some mysterious force will not allow you to stand there...... at the junction of the 4 squares!!!!!").....it turns into too much of a chess game and loses the mystique of simply focusing on the story or the cinematic description of the DM.
3) bring back "space required" on weapons. I know we play a fantasy game (and are suspending reality for the sake of much of the game), but i get more enjoyment out of it when we don't have to stretch reality into absolute nonsense. (ok, 2 fighters in the front line are using a flail+hammer and a footman's pick+spiked buckler) Its not about if they can wield 2 weapons each at a time but that theres more room needed to wield them than space allows when they stand directly side by side. The character with the 16' spear (long spear) never seems to have a problem turning around in a 10' wide x 10' high tunnel if the monsters come up from behind the group. A character wielding a large ball/chain weapon needs room and can't wield it properly with 2 of his buddies right next to him.
4) huge cost on magic items and give them an aquisition rating or rarity rating difficulty (kind of like the target number a runner/fixer needs in the Shadowrun game system to hunt down goods "post-character creation")....the players shouldn't be able to approach any "magic item shop" like its a buffet except maybe only the most mundane of "magic" items can be common (ie. healing potions and other common low-end potions/remedies)...huge, serious items usually will demand a trade of a like power scale item and sometimes with an extra fee.....by the same token if players want to dump an item....somebody very well could/should offer something up in exchange at a local trade vendor (the vendor taking a portion of the fee for being the "middle-man") (so there would be a 1d4 roster of tradable items in a small town, 2d8 in a large city, for instance, DM rolls some random gear &/or uses local NPCs with items listed in module...module will even list items that key NPCs might trade for). Lets bring the "wow" (not WoW) factor back into really cool items...old school ring of vampiric regeneration!! They just have to remain extremely rare. Spells fall into this category as well, L1-5 purchasable, L6-7 good trades+coin, L8 very powerful item, L9 not tradeable unless you are trading artifacts or level/stat gaining books.
5) bring back aging when casting haste/ressurection/wish etc....serious spells that play with time and lives and extreme powers should take their toll on the caster. With this toll, the priesthood can demand huge prices on a group of adventurers purely for having them take 4 years off their high/grand priests' life expectancy for having done the ressurection. IN this regard reinstate the "higher a level the dead character is, the more power it takes to tear them from their afterlife, which in turn takes a heavier toll on the priest casting the ressurection" in essence it can be scaled to level (level 1-5, 1d2 years aging, 6-12 1+1d3y, 13-18 3+1d2y, etc etc...you get the idea). This rule limits the overzealous use(or misuse) of big magics and turns the game of ressurecting a PC of level 25+ from a pocket-change inconvenience to a more serious matter of massive investment (insert quest spells/geas here, lose extremly powerful item...low level groups have to pool their resources to bring poor Kenny back from the dead etc).
now a few things that would be pleasing: 6) bring back speed factor, slower weapons should be ...well in a manner of pointing out the obvious, generally slower....and wielding 2 weapons should be a smidge slower than the slowest of the paired weapons.
7) print every creature that was ever listed in every D&D edition including -various system origins -every creature listed in dragon magazines or modules or any other hidden back source -complete ecologies ever printed on them (and what back sources can expand on these), we as the DMs have to bring more life into our stories so we need more than just a list of combat stats, it makes the world feel more alive. -all their species categories/multi categories also noted...some things might belong to a couple or few categories (amorphoid/abberation/humanoid/giant etc) and its good to have all that listed in the entry -actual pronunciation listed beside their name (with possible additional pronunciations...drow as in cow...or drow as in row your boat!! I like the bovine dark elf) -the creator of the creature (if known) at the bottom of the page -add in every bit of pertinent info on the monster entries that can be (demon, daemon, devil even if you want to call them all batezu/tannari or however you spell them etc) -i'd seriously pay good money for this compilation alone Lets just see all the creatures in all their splendor and be able to actually pronounce their names collectively (*chuckle*)
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1 year ago ::
Jan 24, 2012 - 10:09PM
#12
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1. Good artwork in good art styles 2. Classless. i.e. Skyrim or Savage Worlds (no set class but still traditional roles can be made) 3. No default dump stat (4e handled this well, but for 3e charisma and either int/wis was a total dump stat 90% of time) 4. OTTerfolk added to the monster manual 5. Thinking outside of the box should be encouraged. Attack the bad guy shouldn't always be the default first thing to someone's mind in every situation. One can solves problems with creative thought. Powers, feats and maxed skills aren't needed to do everything.
Resident Grouch and Corrupting InfluenceA Monster AppearsI'm Black and Blue how 'bout you?
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1 year ago ::
Jan 25, 2012 - 1:49AM
#13
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Date Joined:
Apr 24, 2004
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- A class system built with a few broad customizable classes, rather then 387 specialists
- A multiclass system that is both intuitive and balanced
- A FATE-esque system rewarding players for giving characters personal strengths and weaknesses
- Magic items that provide interesting flavor and mechanics, without throwing off the balance if the players have too few/many.
- Splats focusing around expanding aspects of the game, rather than more mechanics for the same rules. IE: a hexcrawl book, a political/Birthright-style book, etc. instead of Complete Warrior/Arcane/etc.
Rhymes with Bruce
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1 year ago ::
Jan 25, 2012 - 2:11AM
#14
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Date Joined:
Mar 21, 2001
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- Vancian spellcasting, at the very least as an option, at best as the default for mages and priests
- A clean separation between general skills, optional class features (e.g., SW Saga talents), and weapon/combat abilities (rather than everything mixed up in the big feats cauldron)
- More mechanical effect for sources -- healing should be the forte of Divine magic, e.g.
- Better organized management of options in character creation/leveling (avoid having to choose among dozens of feats by organizing options in trees)
- Weapon Mastery (as in BECMI) instead of Martial Powers.
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1 year ago ::
Jan 25, 2012 - 3:15AM
#15
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Date Joined:
Apr 28, 2009
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Simple basic system plus advanced options from the start--the beginner's box/digest-sized players' book with 4 races (human, elf, dwarf, halfling) and 4 classes (fighter, wizard, cleric, rogue)... and released at the same time, an Advanced Players Options book with more races (orc, warforged/golem, shifter/hengeyokai/catfolk, dragonborn/Kobold), more classes (druid, paladin, ranger, bard, monk, barbarian, psion), and other options including "half-race" rules and effective multiclassing/hybrid rules.
No/reduced static "+x" modifiers-- no scaling +x magic items or the assumption/requirement that a character obtain them, and no stacking of static bonuses so basic attacks/at-wills become superior options.
All types of powered/unpowered characters possible-- vancian spellcasters (with attack cantrips), AEDU power users, pathfinder/essentials styled fighters (who at high levels gain mythical/anime/wuxia capabilities, leadership features like the 4e warlord, and/or mastery of magic items/alchemy).
Unarmed combat options for all classes from day one.
No default "hard mode"-- meaning no player characters killed in one hit by a level 1 monster, or killed by one failed saving throw.
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1 year ago ::
Jan 25, 2012 - 3:42AM
#16
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Date Joined:
Apr 28, 2008
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Just figured I'd open a general discussion on what everyone wants to see in 5E since most threads at the moment are concerning specifics.
Top 5 things I want in 5E:
- 1) Modern Business Model.
- 2) Highly Customizable.
- 3) Not Party Composition Dependant.
- 4) No Useless Options.
- 5) Attribute Equality.
2: Pretty much what the OP listed 1: To play a Bard with Apocalyptic world bending powers (not at first level, ofc) 3: Character creation elements which are ambiguous and moldable. 4: Lots of weapons 5: Something like a Martial Controller.
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1 year ago ::
Jan 25, 2012 - 10:09AM
#17
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My top 5, more or less in order of importance
1) The iconic D&D races/classes/monsters/spells in the core books
2) Class, race, monster versatility
3) Mechanics that support non combat actions
4) Great amount of fluff/lore and little mechanics in campaign setting books
5) Lots of options to customize things
?) 3.X was very gender inclusive with its use of pronouns throughout the books. If 5E in its artwork or campaign setting lore details many couples I want them to be inclusive about all sexualities and not pretend that some do not exist.
Should I make grammar mistakes, I am most likely unaware of them. Feel free to point them out lest I keep making them. I shall take no offense.
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1 year ago ::
Jan 25, 2012 - 10:39AM
#18
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Date Joined:
Oct 25, 2005
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1) Combat on a grid. I've played with people that go gridless and it ends up with players trying to do/move way more than is feasible. A grid puts an end to that.
2) AEDU system for powers
3) More fluff
4) No Vancian magic system
5) Class system like in Star Wars, with talents, talent trees and bonus feats.
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1 year ago ::
Jan 25, 2012 - 12:12PM
#19
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Date Joined:
Aug 22, 2007
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I had to put 6 on here, because I simply couldn't choose between them. These are not in order from most to least important.
1) Vancian Magic as an option, but not the only one
2) Magic items not part of expected progression -they need to be mysterious and powerful. Also, finding out what a magic item does should be more interesting and challenging (including using cursed items that pretend to be good items)
3) Gridless and Grid based combat both supported. I run games where about 60% of the battles are off the grid, and big set piece battles or battles which involve deep tactics are on grid.
4) The ability to try and do anything -i.e. my fighter shouldn't automatically fall down on the deck of a ship because I didn't put skill points in balance. I was frustrated by 3.5 skills because anything that I didn't invest a great deal of points in I simply couldn't do.
5) An encounter buliding method as easy to use as 4e's (I recognize that this is hard to achieve if we're incorporating older types of magic, etc, but that was my favourite thing abut 4e -I could just grab a few monsters and be relatively sure of a balanced battle).
6) Attribute Equality (see the OP)
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1 year ago ::
Jan 25, 2012 - 2:43PM
#20
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Date Joined:
Oct 11, 2010
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1:Ignore all the work done on 3rd, 3.5 & 4th 2:Look back at 1st, 1st ad&d and 2ed ad&d 3:Bring back thaco, works as fast in game play as all games made purely by wotc(content removed). 4:Make 3ed ad&d(again ignoring all the work done on 3rd, 3.5 & 4th). 5:Stop making games to only make money or pathfinder and whatever they do will keep kicking your butts.
Moderated by
ORC_Dova
on Jan 25, 2012 - 07:36PM
http://advanceddnd2edrevamp.proboards.com/
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