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5e what would you do?
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<blockquote data-quote="ProfessorCirno" data-source="post: 5342882" data-attributes="member: 65637"><p>Take 4e's chassis, add on more non-combat related things for classes, implement a second feat-alike system (we'll call it Talents) which has a pool of non-combat abilities (such as learning a language or gaining ritual casting) and players gain one every x level. Alter Encounter powers to be based on non-combat situations rather then "defensive" powers. Add a lot more rituals <em>and</em> a <strong>whole</strong> lot more martial practices (or whatever they're called).</p><p></p><p>This would help separate combat and non-combat systems and abilities so that players don't have to choose between them.</p><p></p><p>Make the DMG2 inherent bonuses the default, add magic items purely as "cool" things, not power build ups. Drop the daily/encounter/at will system from items. I have yet to see how Essentials will work with the new style of items, but divorcing gold from the character upgrading system is a big must.</p><p></p><p>Make psionics less crappy. Look hard at how the psion works and how to fix the "same at-wills you use forever" problem. Kill the battlemind and ardent, add classes that aren't terrible in mechanics (battlemind) and fluff (both). What, I'm allowed to be a little selfish!</p><p></p><p>Look at how awesome the monk is. <em>Look at that. You did really good there!</em> Use that as a starting point on how to do all the other classes.</p><p></p><p>For the love of god stay away from % systems, stay <strong>far</strong> away from the rolling under stat system from 2e, and adamantly refuse to believe the rubbish that "some classes should just be better then others."</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 5342882, member: 65637"] Take 4e's chassis, add on more non-combat related things for classes, implement a second feat-alike system (we'll call it Talents) which has a pool of non-combat abilities (such as learning a language or gaining ritual casting) and players gain one every x level. Alter Encounter powers to be based on non-combat situations rather then "defensive" powers. Add a lot more rituals [I]and[/I] a [B]whole[/B] lot more martial practices (or whatever they're called). This would help separate combat and non-combat systems and abilities so that players don't have to choose between them. Make the DMG2 inherent bonuses the default, add magic items purely as "cool" things, not power build ups. Drop the daily/encounter/at will system from items. I have yet to see how Essentials will work with the new style of items, but divorcing gold from the character upgrading system is a big must. Make psionics less crappy. Look hard at how the psion works and how to fix the "same at-wills you use forever" problem. Kill the battlemind and ardent, add classes that aren't terrible in mechanics (battlemind) and fluff (both). What, I'm allowed to be a little selfish! Look at how awesome the monk is. [I]Look at that. You did really good there![/I] Use that as a starting point on how to do all the other classes. For the love of god stay away from % systems, stay [B]far[/B] away from the rolling under stat system from 2e, and adamantly refuse to believe the rubbish that "some classes should just be better then others." [/QUOTE]
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