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5e System Redesign through New Classes and Setting. A Thought Experiment.
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<blockquote data-quote="Steampunkette" data-source="post: 9776965" data-attributes="member: 6796468"><p>No more Bonus Actions.</p><p></p><p>So part of the idea, here, is to streamline combat a bunch. Something like Barbarian Rage would go from being a bonus action to an encounter ability activated with either a weapon attack or a strength check and the expenditure of an exertion. But that does leave us with several marginal problems.</p><p></p><p><strong>1)</strong> Monks and Rogues both rely on bonus action economy for survival and damage throughput.</p><p><strong>2) </strong>Sorcerers access Quicken Spell for bonus action throughput.</p><p><strong>3)</strong> Dual wielding relies on bonus actions for throughput benefits.</p><p></p><p>So here's my thoughts on each of these things:</p><p></p><p><strong>1a)</strong> Monks and Rogues get to use their special class features (dash, disengage, dodge) as part of their Movement each turn.</p><p><strong>1b)</strong> Monk throughput goes from a bonus action off-hand attack to just additional attacks with their action. You just add another attack in there, and spending ki/exertion adds more to the attack action, rather than splintering off into an additional action.</p><p><strong>2)</strong> Quicken Spell lets you use two spell slots on your turn, wiping out your magical access, until you recover, for big bursty damage.</p><p><strong>3a)</strong> Dual Wielding doesn't give you additional attacks. If you hit while dual-wielding you can give up your ability bonus to damage to roll the off-hand weapon's damage in its place. If you miss with your main hand you can reroll the attack to only deal your off-hand weapon's damage die. </p><p><strong>3b)</strong> Rogue Sneak attack applies to a successful attack, regardless of which hand lands it, once per turn.</p><p></p><p>5MWD is absolutely an issue with those adventures. Yes, narrative pacing exists to some extent in several of them, but it's usually seen more as a burden than it is a boon.</p><p></p><p>Take Tomb of Annihilation, for example. It's got a fantastic hex-crawl setup with tons of material to enjoy for many sessions of gameplay! And pretty much all of it is single encounters, or one encounter with several easily bypassed encounters, with many days of long rests between them. And any random encounters are, also, one-off fights before you take a long rest because you only get one random encounter a day. It literally -trains- you to dump all your power every time you're in an encounter through the early game, and then punishes you for maintaining that behavior once you reach Omu itself.</p><p></p><p>Well. NEBULOUSLY punishes you. People you don't know and don't really care about are the ones dying off until the soulmonger is destroyed. And once you've broken the soulmonger, you have access to <em>Raise Dead</em> and the like to get the handful of NPCs you've interacted with who were killed by it back without much fuss.</p><p></p><p>Perhaps the best example of a pre-written adventure with a well known ticking clock from the moment you begin play, and it trains you to play into a 5MWD.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9776965, member: 6796468"] No more Bonus Actions. So part of the idea, here, is to streamline combat a bunch. Something like Barbarian Rage would go from being a bonus action to an encounter ability activated with either a weapon attack or a strength check and the expenditure of an exertion. But that does leave us with several marginal problems. [B]1)[/B] Monks and Rogues both rely on bonus action economy for survival and damage throughput. [B]2) [/B]Sorcerers access Quicken Spell for bonus action throughput. [B]3)[/B] Dual wielding relies on bonus actions for throughput benefits. So here's my thoughts on each of these things: [B]1a)[/B] Monks and Rogues get to use their special class features (dash, disengage, dodge) as part of their Movement each turn. [B]1b)[/B] Monk throughput goes from a bonus action off-hand attack to just additional attacks with their action. You just add another attack in there, and spending ki/exertion adds more to the attack action, rather than splintering off into an additional action. [B]2)[/B] Quicken Spell lets you use two spell slots on your turn, wiping out your magical access, until you recover, for big bursty damage. [B]3a)[/B] Dual Wielding doesn't give you additional attacks. If you hit while dual-wielding you can give up your ability bonus to damage to roll the off-hand weapon's damage in its place. If you miss with your main hand you can reroll the attack to only deal your off-hand weapon's damage die. [B]3b)[/B] Rogue Sneak attack applies to a successful attack, regardless of which hand lands it, once per turn. 5MWD is absolutely an issue with those adventures. Yes, narrative pacing exists to some extent in several of them, but it's usually seen more as a burden than it is a boon. Take Tomb of Annihilation, for example. It's got a fantastic hex-crawl setup with tons of material to enjoy for many sessions of gameplay! And pretty much all of it is single encounters, or one encounter with several easily bypassed encounters, with many days of long rests between them. And any random encounters are, also, one-off fights before you take a long rest because you only get one random encounter a day. It literally -trains- you to dump all your power every time you're in an encounter through the early game, and then punishes you for maintaining that behavior once you reach Omu itself. Well. NEBULOUSLY punishes you. People you don't know and don't really care about are the ones dying off until the soulmonger is destroyed. And once you've broken the soulmonger, you have access to [I]Raise Dead[/I] and the like to get the handful of NPCs you've interacted with who were killed by it back without much fuss. Perhaps the best example of a pre-written adventure with a well known ticking clock from the moment you begin play, and it trains you to play into a 5MWD. [/QUOTE]
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