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5e what would you do?
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<blockquote data-quote="RandomCitizenX" data-source="post: 5347842" data-attributes="member: 29261"><p>I put way too much thought into my response for this thread after reading and pondering everyone's solutions. So much thought that I think I even dreamed about it last night.</p><p></p><p>I think the ideas of separating stats from to hit and siloing bonuses to what you can already do compared with picking up new abilities are both brilliant and would definitely be in my version of 5e.</p><p></p><p>Things I would retain from 4e would be the idea of thematic power sources (although I would change the overall name even if the categories of Martial, Divine, Arcane, Primal, Psionic, and maybe Shadow would remain), as well as the action economy of minor move standard. </p><p></p><p>I would most likely start by flattening the progression of pluses to things. This would mean that magic items would not be +1 to +5 or what not, but instead would provide interesting abilities. This is intended to make the game more about what the characters can do instead of what bonuses the characters can have stacked on them. </p><p></p><p>The power sources of the class would decide where the classes could pull their abilities from (they would definitely not be called "powers") and would help keep things thematic across the classes with the same power source. Martial, for instance, would provide abilities like stances that augmented the base attacks. Prayers would sacrificial element and would provide buffs, healing, etc. Spells would be ritualistic with a chance for some randomness. The classes themselves would provide class features that define the combat role (such as the fighter's ability to mark who they swing at or the paladin's divine challenge) and would determine how often you pick up abilities tied to the power source. As your class advanced you would pick up a greater variety of ways to deal with situations and only occasionally getting something that is just more raw power. </p><p></p><p>I would add another layer to the character similar to what other's suggested. There would be maybe six or so broad archetypes such criminal, noble, craftsman, professional, scholar, and explorer. These archetypes would decide your skill list and provide non combat abilities as you leveled up. Like classes it would more often be about picking up new tricks than powering up what you can already do, but you would gain some greater bonuses at some levels. </p><p></p><p>I would not want hit points, base attack, skill bonuses, skill DC's and defenses to sky rocket. I don't want a situation where I character just jumps off of the cliff because they know they have enough hit points to take it. I would want special traits or class abilities that show the character has learned tricks to help him deal with a more difficult situation. Instead of a character needing that magic weapon and as many attack buffs to deal with a dragon I would rather see something where they have a class ability or trait like "Dragonslayer" that let's them ignore the dragon's damage reduction.</p><p></p><p>I am sure I will think of more later, but that is some of the basic ideas in a nutshell.</p></blockquote><p></p>
[QUOTE="RandomCitizenX, post: 5347842, member: 29261"] I put way too much thought into my response for this thread after reading and pondering everyone's solutions. So much thought that I think I even dreamed about it last night. I think the ideas of separating stats from to hit and siloing bonuses to what you can already do compared with picking up new abilities are both brilliant and would definitely be in my version of 5e. Things I would retain from 4e would be the idea of thematic power sources (although I would change the overall name even if the categories of Martial, Divine, Arcane, Primal, Psionic, and maybe Shadow would remain), as well as the action economy of minor move standard. I would most likely start by flattening the progression of pluses to things. This would mean that magic items would not be +1 to +5 or what not, but instead would provide interesting abilities. This is intended to make the game more about what the characters can do instead of what bonuses the characters can have stacked on them. The power sources of the class would decide where the classes could pull their abilities from (they would definitely not be called "powers") and would help keep things thematic across the classes with the same power source. Martial, for instance, would provide abilities like stances that augmented the base attacks. Prayers would sacrificial element and would provide buffs, healing, etc. Spells would be ritualistic with a chance for some randomness. The classes themselves would provide class features that define the combat role (such as the fighter's ability to mark who they swing at or the paladin's divine challenge) and would determine how often you pick up abilities tied to the power source. As your class advanced you would pick up a greater variety of ways to deal with situations and only occasionally getting something that is just more raw power. I would add another layer to the character similar to what other's suggested. There would be maybe six or so broad archetypes such criminal, noble, craftsman, professional, scholar, and explorer. These archetypes would decide your skill list and provide non combat abilities as you leveled up. Like classes it would more often be about picking up new tricks than powering up what you can already do, but you would gain some greater bonuses at some levels. I would not want hit points, base attack, skill bonuses, skill DC's and defenses to sky rocket. I don't want a situation where I character just jumps off of the cliff because they know they have enough hit points to take it. I would want special traits or class abilities that show the character has learned tricks to help him deal with a more difficult situation. Instead of a character needing that magic weapon and as many attack buffs to deal with a dragon I would rather see something where they have a class ability or trait like "Dragonslayer" that let's them ignore the dragon's damage reduction. I am sure I will think of more later, but that is some of the basic ideas in a nutshell. [/QUOTE]
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