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<blockquote data-quote="slobster" data-source="post: 5915123" data-attributes="member: 6693711"><p>Hmm. What do I want out of the game, huh?</p><p></p><p>I want character classes to be balanced through all levels of play, meaning that every one is able to meaningfully contribute in all "pillars" of play when considered over the course of an adventure or game session. This doesn't mean that every character must be equally good at every pillar, but they should have something interesting to do in each one that actually helps achieve a desirable outcome for the party as a whole.</p><p></p><p>I want classes to play differently. Fighters hit stuff and don't go down. Wizards need to prepare spells ahead of time and are fragile if caught with their pants down. Monks are mobile and fast to attack. Warlocks can cast all day and really punish enemies that earn their special ire.</p><p></p><p>I want combat to be smooth, without the need to flip open rulebooks to consult long condition lists or powers or rules for grappling. I don't want to be forced to track a dozen little bonuses and debuffs that end and reactivate every round. I want my battlemat, but I respect that others feel quite strongly about playing without it, so I really hope that is a viable option as well.</p><p></p><p>I want the skill resolution system to get as much attention as the combat rules. I'd like to see rules such that the much hated "skill challenge" system isn't necessary. It was largely hated because it imposed an artificial structure from the top down. I'd hope that the skill resolution rules can be built such that an analagous way of resolving complex situations out-of-combat evolves from the bottom-up without ever needing to be explicitly stated in the rules.</p><p></p><p>I want preparing for a session to be as simple as possible. Monster creation needs to be fast and based on good game design, not pseudo-simulationist math homework. Monsters should work differently than PCs, with optional rules in place to reconcile the two for those who are gluttons for such punishment <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>And of course, each copy should be individually blessed and signed by the honored Undying soul of Gary Gygax, and shipped with a copy of Diablo 3 with PvP enabled and the online authentication disabled so that I can play off-line or with my friends on a LAN. The game should end edition wars forever and usher in a new golden era where even White Wolf fans and those people who are always prattling on about how FATE is so innovative agree that D&D really just owns their faces. And it should be open source and cost 2$ for a .pdf.</p><p></p><p>And they should print an Eberron book every month for it.</p><p></p><p>That's all I want, really.</p></blockquote><p></p>
[QUOTE="slobster, post: 5915123, member: 6693711"] Hmm. What do I want out of the game, huh? I want character classes to be balanced through all levels of play, meaning that every one is able to meaningfully contribute in all "pillars" of play when considered over the course of an adventure or game session. This doesn't mean that every character must be equally good at every pillar, but they should have something interesting to do in each one that actually helps achieve a desirable outcome for the party as a whole. I want classes to play differently. Fighters hit stuff and don't go down. Wizards need to prepare spells ahead of time and are fragile if caught with their pants down. Monks are mobile and fast to attack. Warlocks can cast all day and really punish enemies that earn their special ire. I want combat to be smooth, without the need to flip open rulebooks to consult long condition lists or powers or rules for grappling. I don't want to be forced to track a dozen little bonuses and debuffs that end and reactivate every round. I want my battlemat, but I respect that others feel quite strongly about playing without it, so I really hope that is a viable option as well. I want the skill resolution system to get as much attention as the combat rules. I'd like to see rules such that the much hated "skill challenge" system isn't necessary. It was largely hated because it imposed an artificial structure from the top down. I'd hope that the skill resolution rules can be built such that an analagous way of resolving complex situations out-of-combat evolves from the bottom-up without ever needing to be explicitly stated in the rules. I want preparing for a session to be as simple as possible. Monster creation needs to be fast and based on good game design, not pseudo-simulationist math homework. Monsters should work differently than PCs, with optional rules in place to reconcile the two for those who are gluttons for such punishment ;). And of course, each copy should be individually blessed and signed by the honored Undying soul of Gary Gygax, and shipped with a copy of Diablo 3 with PvP enabled and the online authentication disabled so that I can play off-line or with my friends on a LAN. The game should end edition wars forever and usher in a new golden era where even White Wolf fans and those people who are always prattling on about how FATE is so innovative agree that D&D really just owns their faces. And it should be open source and cost 2$ for a .pdf. And they should print an Eberron book every month for it. That's all I want, really. [/QUOTE]
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