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5E Can't Fail If It Focuses
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<blockquote data-quote="ren1999" data-source="post: 5914126" data-attributes="member: 85179"><p>5th Edition can't fail if -- it keeps the basic 4th edition structure of hit points, ability modifiers and defenses to keep loyal 4th edition customers..</p><p></p><p>..and starts to add limits that many people wouldn't object too much to yet really specify and clarify the game mechanics.</p><p></p><p>No character can go above 30th level unless they become immortal.</p><p>Ability scores can't exceed 30 and modifiers can't exceed +25.</p><p>Magic items and spells can't stack over +3 on any one ability or defense.</p><p>Feats and powers can't stack over +3 on any one ability or defense.</p><p>Everybody gets a limit of 30 power slots maximum and learns 2 powers + int mod per level-up.</p><p></p><p>Core book designers will clean up and remove all duplicate Spells, Prayers, Feats, Skills and Powers as a group and really empower and level-up scale the unique powers to make them tempting for characters. </p><p></p><p>Skills will use one DC Table, preferably</p><p></p><p>S'mon's Difficulty Class Table</p><p>10: Easy Heroic task</p><p>15: Moderate Heroic task</p><p>20: Hard Heroic Task, Easy Paragon Task</p><p>25: Moderate Paragon Task</p><p>30: Hard Paragon Task, Easy Epic Task</p><p>35: Moderate Epic Task</p><p>40: Hard Epic Task</p><p></p><p>Consider Paul's XP Method</p><p>Each encounter or separate skill challenge is worth 1XP</p><p>Each boss encounter is worth 2XP</p><p>Characters level-up after 20XP.</p><p></p><p>Further modules will allow any new power or feat, etc.. even if a duplicate or similar. </p><p></p><p>Designers will look back at why Gold Box video game D&D is still popular to this day. The gaming experience made sense and wasn't a hassle. Characters had a Guard, Bandage option. Etc.. This can be worked into a table top experience too.</p><p></p><p>Designers will stay away from a do-it-yourself rules game. They may offer optional rules but there should be core rules that everyone should know is what defines the game.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5914126, member: 85179"] 5th Edition can't fail if -- it keeps the basic 4th edition structure of hit points, ability modifiers and defenses to keep loyal 4th edition customers.. ..and starts to add limits that many people wouldn't object too much to yet really specify and clarify the game mechanics. No character can go above 30th level unless they become immortal. Ability scores can't exceed 30 and modifiers can't exceed +25. Magic items and spells can't stack over +3 on any one ability or defense. Feats and powers can't stack over +3 on any one ability or defense. Everybody gets a limit of 30 power slots maximum and learns 2 powers + int mod per level-up. Core book designers will clean up and remove all duplicate Spells, Prayers, Feats, Skills and Powers as a group and really empower and level-up scale the unique powers to make them tempting for characters. Skills will use one DC Table, preferably S'mon's Difficulty Class Table 10: Easy Heroic task 15: Moderate Heroic task 20: Hard Heroic Task, Easy Paragon Task 25: Moderate Paragon Task 30: Hard Paragon Task, Easy Epic Task 35: Moderate Epic Task 40: Hard Epic Task Consider Paul's XP Method Each encounter or separate skill challenge is worth 1XP Each boss encounter is worth 2XP Characters level-up after 20XP. Further modules will allow any new power or feat, etc.. even if a duplicate or similar. Designers will look back at why Gold Box video game D&D is still popular to this day. The gaming experience made sense and wasn't a hassle. Characters had a Guard, Bandage option. Etc.. This can be worked into a table top experience too. Designers will stay away from a do-it-yourself rules game. They may offer optional rules but there should be core rules that everyone should know is what defines the game. [/QUOTE]
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