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5e what would you do?
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<blockquote data-quote="geekgazette" data-source="post: 5339967" data-attributes="member: 75047"><p>1) make rituals completely optional</p><p>2) keep magic items fairly rare</p><p>3)basic attacks are not powers</p><p>4)powers or feats... not both</p><p>5)do not write mechanics with the assumption that minis and battlemats are being used, but write them so that those things can be used if desired.</p><p>6) do all books like the essentials line(digest sized)</p><p>7)Use the combat maneuver and combat defense from Pathfinder</p><p>8) Core races would be : Human, Halfling, Drow, Elf, Dwarf, Half-Elf, Half-Orc, Goblin, Warforged</p><p>9) Core book would have core classes with standard builds. Other builds would come from additional PHBs. The other PHBs would be themed(martial, psionic, arcane, divine, etc)</p><p>10) Do all core books at a low price point(around $20 in digest format)</p><p>11) Sell pdfs of books through DDi. Possibly allowing people to register their books and receive the pdfs at a big discount.</p><p>12)martial classes have no daily powers</p><p></p><p>13)I'd also like to change the magic system. Every group I have ever played with has had a similar house rule. If you know a spell, you know it. Your spell list stays the same until you level up. Then you can change what spells you have by erasing them from your spellbook. Normally no one ever did take away from their list, especially if playing a sorcerer, but the option was there for the rare person who wanted to use it.</p><p></p><p>14)Spell levels and caster levels should progress at the same rate (1st level caster = 1st level spells, 20th level caster = spells up to 20th level, etc..). </p><p></p><p>15)Change spells per day so that if you can cast x amount of spells in a day, it doesn't matter what level they are as long as you know them and can cast them. If your spells per day is a total of 10 then you can cast 1 spell ten times, 10 different spells 1 time, 2 spells 5 times each, etc.. </p><p></p><p></p><p>These are just the things I'd change according to my personal preferences and those of my players</p></blockquote><p></p>
[QUOTE="geekgazette, post: 5339967, member: 75047"] 1) make rituals completely optional 2) keep magic items fairly rare 3)basic attacks are not powers 4)powers or feats... not both 5)do not write mechanics with the assumption that minis and battlemats are being used, but write them so that those things can be used if desired. 6) do all books like the essentials line(digest sized) 7)Use the combat maneuver and combat defense from Pathfinder 8) Core races would be : Human, Halfling, Drow, Elf, Dwarf, Half-Elf, Half-Orc, Goblin, Warforged 9) Core book would have core classes with standard builds. Other builds would come from additional PHBs. The other PHBs would be themed(martial, psionic, arcane, divine, etc) 10) Do all core books at a low price point(around $20 in digest format) 11) Sell pdfs of books through DDi. Possibly allowing people to register their books and receive the pdfs at a big discount. 12)martial classes have no daily powers 13)I'd also like to change the magic system. Every group I have ever played with has had a similar house rule. If you know a spell, you know it. Your spell list stays the same until you level up. Then you can change what spells you have by erasing them from your spellbook. Normally no one ever did take away from their list, especially if playing a sorcerer, but the option was there for the rare person who wanted to use it. 14)Spell levels and caster levels should progress at the same rate (1st level caster = 1st level spells, 20th level caster = spells up to 20th level, etc..). 15)Change spells per day so that if you can cast x amount of spells in a day, it doesn't matter what level they are as long as you know them and can cast them. If your spells per day is a total of 10 then you can cast 1 spell ten times, 10 different spells 1 time, 2 spells 5 times each, etc.. These are just the things I'd change according to my personal preferences and those of my players [/QUOTE]
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