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Should ENworld Posters Design a D&D?
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<blockquote data-quote="Mercurius" data-source="post: 9155740" data-attributes="member: 59082"><p>I like your basics. A few things to throw into the mix.</p><p></p><p>To start, as others have said, it is a project doomed to fail due to too many cooks in the kitchen. I think a better approach is "Zardnaar's D&D, with consultation with EN World." Then others can do the same, if they want. Or if you're serious about taking this to production, find a few likeminded (and dedicated) souls to form a core group.</p><p></p><p>Anyhow, 5E did a good job consolidating elements of past editions, but there are two things that come to mind that I miss from 4E: One, the three saves (FRW) and more distinct tiers. So I'd re-integrate the three saves, but for tiers I'd do something a bit different.</p><p></p><p>I'd take the grittier, more "realistic" level development from levels 1-20, but I'd add a "modular option" (ahem) of Epic Boons (or some such) that individual groups can incorporate as they wish, with the recommendation of no more than 1 per 5 levels through 10, and then no more than 1 per two levels after 10. So 2 max at level 10, 7 max at level 20. These would be significant additions, and could range from purely mechanical like "You get a permanent +1 bonus to your Proficiency Bonus" to "You can cast one spell of your choice level X or below at will." Etc.</p><p></p><p>The point being that you have a basic chassis that it linear and relatively realistic for advancement, and can buffer it as you wish. </p><p></p><p>I'd also like to see rules for "beyond epic" play - that is, immortal ascension and such. A "demigod tier." Another modular option.</p><p></p><p>Alternately, scrap both of the above and go for a nice even tier system:</p><p></p><p>Levels 1-5: Basic </p><p>Levels 6-10: Paragon</p><p>Levels 11-15: Master</p><p>Levels 16-20: Epic</p><p>Levels 21-25: Legend</p><p>Levels 26-30: Demigod</p><p></p><p>While we're on modular options, how about classless characters - build your own as you level up? Would be a bit tricky to balance, but basically a more flexible, customizable approach to a character.</p><p></p><p>Finally, I'd try to streamline some of the wonkiness of 5E: like Proficiency Bonuses maxing out at 6, which my anal retentive side doesn't want (10 would be better, or every other level...I know, it hurts bounded accuracy, but...). If you do this at, say, even odd levels, you can balance it with class features at even levels. A nice symmetry.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 9155740, member: 59082"] I like your basics. A few things to throw into the mix. To start, as others have said, it is a project doomed to fail due to too many cooks in the kitchen. I think a better approach is "Zardnaar's D&D, with consultation with EN World." Then others can do the same, if they want. Or if you're serious about taking this to production, find a few likeminded (and dedicated) souls to form a core group. Anyhow, 5E did a good job consolidating elements of past editions, but there are two things that come to mind that I miss from 4E: One, the three saves (FRW) and more distinct tiers. So I'd re-integrate the three saves, but for tiers I'd do something a bit different. I'd take the grittier, more "realistic" level development from levels 1-20, but I'd add a "modular option" (ahem) of Epic Boons (or some such) that individual groups can incorporate as they wish, with the recommendation of no more than 1 per 5 levels through 10, and then no more than 1 per two levels after 10. So 2 max at level 10, 7 max at level 20. These would be significant additions, and could range from purely mechanical like "You get a permanent +1 bonus to your Proficiency Bonus" to "You can cast one spell of your choice level X or below at will." Etc. The point being that you have a basic chassis that it linear and relatively realistic for advancement, and can buffer it as you wish. I'd also like to see rules for "beyond epic" play - that is, immortal ascension and such. A "demigod tier." Another modular option. Alternately, scrap both of the above and go for a nice even tier system: Levels 1-5: Basic Levels 6-10: Paragon Levels 11-15: Master Levels 16-20: Epic Levels 21-25: Legend Levels 26-30: Demigod While we're on modular options, how about classless characters - build your own as you level up? Would be a bit tricky to balance, but basically a more flexible, customizable approach to a character. Finally, I'd try to streamline some of the wonkiness of 5E: like Proficiency Bonuses maxing out at 6, which my anal retentive side doesn't want (10 would be better, or every other level...I know, it hurts bounded accuracy, but...). If you do this at, say, even odd levels, you can balance it with class features at even levels. A nice symmetry. [/QUOTE]
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