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5e what would you do?
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<blockquote data-quote="Sadrik" data-source="post: 5373906" data-attributes="member: 14506"><p>I am going to hit a couple of responses that sparked my interest:</p><p></p><p>1. Hitting and damage: One thing that has to happen is that a character can start out humbly and then attack and hit dragons later on in their career. This currently is two rolls one that is an attack roll and the other a damage roll. The attack roll, in D&D, represents puncturing/bypassing their defenses and the other represents how much fatigue, luck, stamina, morale your are able to whittle off. Most of us do not think of attack and damage rolls in that way but that is what they do and are. So any representation of hitting a ball with a bat, just does not align well with the current system, it is not accuracy and kill power.</p><p></p><p>2. The system has a double randomizer in that it allows a random hit roll against a variable number (different opponents have a different defense score) (d20+bonus vs. DC X+bonus). Then it compares random damage roll to maximum hit points (dx+bonus vs. Max HP - damage). I think that process can be simplified in there a little bit even by locking down 1 number, say make the DC to hit always the same, or giving every creature the same number of HP, or damage for weapons are not rolled this could streamline the system.</p><p></p><p>3. My 5e would be a stripped down fantasy game (with 3 core books PH, DMG, MM), other elements such as dragonborn and wardens, can be supplemental again. I want to have a game that has the same 1e to 3e feel, that I grew up with. A focus on cool settings and adventures rather than cool powers (2e). Core mechanics and math with a modern feel. Mechanics that are reusable and not just one power on one character. I thought that unique spell lists were pretty crappy on PrCs in 3e and even the paladin and ranger unique spell lists were crap. In 4e every character has a unique spell list. Not really feeling that design strategy.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5373906, member: 14506"] I am going to hit a couple of responses that sparked my interest: 1. Hitting and damage: One thing that has to happen is that a character can start out humbly and then attack and hit dragons later on in their career. This currently is two rolls one that is an attack roll and the other a damage roll. The attack roll, in D&D, represents puncturing/bypassing their defenses and the other represents how much fatigue, luck, stamina, morale your are able to whittle off. Most of us do not think of attack and damage rolls in that way but that is what they do and are. So any representation of hitting a ball with a bat, just does not align well with the current system, it is not accuracy and kill power. 2. The system has a double randomizer in that it allows a random hit roll against a variable number (different opponents have a different defense score) (d20+bonus vs. DC X+bonus). Then it compares random damage roll to maximum hit points (dx+bonus vs. Max HP - damage). I think that process can be simplified in there a little bit even by locking down 1 number, say make the DC to hit always the same, or giving every creature the same number of HP, or damage for weapons are not rolled this could streamline the system. 3. My 5e would be a stripped down fantasy game (with 3 core books PH, DMG, MM), other elements such as dragonborn and wardens, can be supplemental again. I want to have a game that has the same 1e to 3e feel, that I grew up with. A focus on cool settings and adventures rather than cool powers (2e). Core mechanics and math with a modern feel. Mechanics that are reusable and not just one power on one character. I thought that unique spell lists were pretty crappy on PrCs in 3e and even the paladin and ranger unique spell lists were crap. In 4e every character has a unique spell list. Not really feeling that design strategy. [/QUOTE]
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