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Where do you see (or want) 5.0 to go?

Plane Sailing said:
I'll have to start a secret plan to get Kamikaze Midget into a senior staff position at WotC by the time they start designing 5th edition
I fully support this plan, and will publicly disavow knowledge of it. ;)

Rechan said:
I too love KM's idea. Although if we replaced "Dungeon" with "Adventure", I'd be even more happy.

Truly, I think they're both basically the same thing. And they are also synonymous with "game" and "story."

Frex, if you imagine that the PC's have a choice of NPC's to talk to, each of whom will take them to a different path, that's very similar to the idea of the PC's having a choice of doors to open in a dungeon room, each one taking them to a different path.

Though, y'know dungeon is in the title. ;)

RangerWickett said:
Sound good?

I can't give you XP right now, but this is absolutely thinking in the same direction I'm thinking. I'm not thinking quite so narratively, though, I'm thinking of it more in the model of OD&D and 1e and (to a certain extent) 2e, where each character contributed something unique to beating the dungeon, not just beating up the goblins. Though I'd like to see the whole party contributing to each stage of this challenge. This kind of filters into the "noncombat roles" thoughts I've been having for a while now.

You could begin pointing at this thing in 4e, if you'd like, doing things like making sure that you can't regain healing surges until you're "back at home base," only awarding XP and treasure at the end of the adventure, maybe rejiggering the rituals and skill challenge systems into diverse sets of skill powers or something...though I'd like to see it built into the game from the ground up, in an elegant way.

And to solve the "reality" problem, you just need a concrete factor to measure this long-term resource drain. Wear and tear, lack of food/water, some sort of "timer" that ticks down, some element that confronts the PC's with a drain on some resource that they can't reasonably get back while in the dungeon/on the adventure.
 

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But you said you wanted the "standard" races and classes. "Standard" implies consensus. I pointed out there is no concensus on races and classes as to what is standard.

You did later clarify to mean those races and classes you personally like, which is fair enough given the OP's question, but your first attempt did not answer the question, and itself strayed into consensus territory.

Stop with the arguing. Thanks.
 

I will say this: the only two things I would want out of a 5E:

Tweaked healing surges. I love the concept, but the execution is still a little too *DING! You're Healed!* for me. Maybe somewhere between what Star Wars Saga did with second winds, and 4E surges.


--The inconsistent power effects bug me too, from a totally aestehtic standpoint. Sure, I can reflavor it any way I want, but quite frankly, a power that says, "You hit this guy with your mace, and some guy 5 squares away in a heavy crowd gets a bonus" just plain BUGS THE SNOT OUT OF ME. Mechanically, I'm sure it works fine; from an aesthetic point, I dislike it intently -- and as time goes on, it happens more and more with each new supplement book.
 

My other choice for a 5e is either

1. Something closer to Grim Tales incorporating:
a. Green Ronin Psychic's Handbook (Green Ronin) for psychic powers
b. Elements of Magic: Mythic (EN Publishing) for magic
c. Blood and Fist (RPGObject) for martial arts
d. Star Wars condition track
e. Death and Dying Rules (Unearthed Arcana)
f. M&M Hero points
g. M&M Complications; or

2. Something closer to True20 Revised
 
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I will say this: the only two things I would want out of a 5E:

Tweaked healing surges. I love the concept, but the execution is still a little too *DING! You're Healed!* for me. Maybe somewhere between what Star Wars Saga did with second winds, and 4E surges.

All non ritual healing is invigoration... and inspiring the target to tap into deeper energy or reserves of spirit . Because 4e lacks any form of true wounding mechanic for heroes...http://www.enworld.org/forum/4e-fan-creations-house-rules/240891-wound-system-2.html#post4649572 people experience a dissonance. 4e is the most consistant version in this regards... and its exactly because of this that we have martial archetypes with healing.... it isnt bing you are healed its bing your faith and hope is renewed and you are certain the tides of luck are in your favor ... and yup you are invigorated tapping in to hidden reserves of vigor only seen in heros.
 


I'm not thinking quite so narratively, though, I'm thinking of it more in the model of OD&D and 1e and (to a certain extent) 2e, where each character contributed something unique to beating the dungeon, not just beating up the goblins.

'xcept that 4E is the very first edition of D&D to not follow that model. Sure 3E turned it down, and Pathfinder diluted it even further - to a point where the undead in room 1 must be sneakable, and the unturnable creatures in room 2 must be effected by the cleric's blast of negative energy. But only 4E made the design decision rampant for every class to contribute in each combat in each round. In that vein, just returning to any of the previous editions should do the trick, if that's what you want. No 5E needed. :)

I also note that outside the dungeon (i.e. when it gets to wilderness exploration) 4E is already much better to handle the sort of game you envisage.
 



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