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Hypothetical Direction Shift For 1D&D/6E
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<blockquote data-quote="Remathilis" data-source="post: 8921321" data-attributes="member: 7635"><p>Consider what has prompted every edition change so far.</p><p></p><p>2e: A desire to standardize elements of game design. 2E was designed to remove all the weird corner-cases in 1e and replace them with universal design goals. For example, a ranger would no longer have a unique XP progression and a strange HD progression and bonus attacks but would share those elements with the fighter and/or paladin. The illusionist would use the same spells (and spell progression) as a magic-user/mage. Etc. </p><p>3e: A desire to unify the sprawling mess of rules 2e became. 3e wanted to create unified systems (three broad saves vs 5 specific ones, 1 XP chart, upwards AC) Skills intergrated properly into the system. A system that was designed to be modular and through. </p><p>4e: A desire to even the power-curve. 3.x had proven to be too inconsistent with its power levels. Attack and save scaling resulted in uneven character math. Feat chains and prestige classes required high levels of rules awareness to avoid trap. A desire to have magic and martial power on the same playing field. A desire to bring in lessons from MMOs (tank, healer, dps) design. Emphasis on tactical combat.</p><p>5e: A simplification. 4e (and 3e) had both ended up sprawling messes, full of sloggy rules and an overemphasis on describing every last thing as a mechanical rule. 5e wanted DMs to have more control, combat to be quicker and less math intensive, and character choices to be fewer but more impactful. An edition that could emulate elements of all prior editions.</p><p></p><p>So, what is the problems with 5e that 6e would fix. I guess it's too dependent on DM fiat, characters lack sufficient choices, short rests are too infrequent to balance class mechanics behind, monsters need more interesting things that aren't just spells, and magic items should be figured into the math a little better.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8921321, member: 7635"] Consider what has prompted every edition change so far. 2e: A desire to standardize elements of game design. 2E was designed to remove all the weird corner-cases in 1e and replace them with universal design goals. For example, a ranger would no longer have a unique XP progression and a strange HD progression and bonus attacks but would share those elements with the fighter and/or paladin. The illusionist would use the same spells (and spell progression) as a magic-user/mage. Etc. 3e: A desire to unify the sprawling mess of rules 2e became. 3e wanted to create unified systems (three broad saves vs 5 specific ones, 1 XP chart, upwards AC) Skills intergrated properly into the system. A system that was designed to be modular and through. 4e: A desire to even the power-curve. 3.x had proven to be too inconsistent with its power levels. Attack and save scaling resulted in uneven character math. Feat chains and prestige classes required high levels of rules awareness to avoid trap. A desire to have magic and martial power on the same playing field. A desire to bring in lessons from MMOs (tank, healer, dps) design. Emphasis on tactical combat. 5e: A simplification. 4e (and 3e) had both ended up sprawling messes, full of sloggy rules and an overemphasis on describing every last thing as a mechanical rule. 5e wanted DMs to have more control, combat to be quicker and less math intensive, and character choices to be fewer but more impactful. An edition that could emulate elements of all prior editions. So, what is the problems with 5e that 6e would fix. I guess it's too dependent on DM fiat, characters lack sufficient choices, short rests are too infrequent to balance class mechanics behind, monsters need more interesting things that aren't just spells, and magic items should be figured into the math a little better. [/QUOTE]
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