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6E But A + Thread
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<blockquote data-quote="THEMNGMNT" data-source="post: 9736256" data-attributes="member: 6809274"><p>5E is great. My favorite edition of the game. But it still has a lot of stuff that annoys the hell out of me. My wish list is basically 5E but with some changes along the following lines...</p><ul> <li data-xf-list-type="ul">Move more of the power budget away from classes into subclasses. That will make subclasses choice have a bigger impact on the way a class plays, which I believe would open up more design space.</li> <li data-xf-list-type="ul">Drop ability scores and just use ability modifiers.</li> <li data-xf-list-type="ul">Move ability scores out of backgrounds (or race) and just have ability score generation be a fully self contained step in character creation.</li> <li data-xf-list-type="ul">Have cultural heritage be a step in character creation as done in A5E (and I think ToV?).</li> <li data-xf-list-type="ul">Give some narrative weight to background. For example, if you're a noble, why does that just give you some skills and tools? I mean, maybe I have a mistaken impression of the rich and powerful, but I don't think the biggest benefit to being born into money is "dressage +5".</li> <li data-xf-list-type="ul">Find a way to change attrition and pacing. It would be cooler if players had a reason to save their most powerful abilities until the end of the fight (or even the end of the adventure!) rather than the beginning.</li> <li data-xf-list-type="ul">Make high level spell casting weaker. And stronger. 7th - 9th level spells aren't necessarily campaign breaking, to me, but they are immersion breaking. When you can raise a dead person every day for the rest of your life...and this is apparently fairly common...and doesn't fundamentally change the nature of the world...I don't know what to do with that. Ditto with plane shift, meteor swarm, etc.</li> <li data-xf-list-type="ul">On the flip side, I find it curious that high level spellcasters can't do things like...cause a forest to grow in the middle of a desert, create a flying castle, or curse an entire kingdom.</li> <li data-xf-list-type="ul">Replace feet or squares with abstract distances.</li> <li data-xf-list-type="ul">A clear structure for skill challenges. This shouldn't be that hard. Last night I improved a skill challenge in 13th Age that played great. A bit of structure and guidance in the DMG would go a long way.</li> </ul><p>There are other changes I'd like to see, such as spells being grouped by theme like Shadow of the Demon Lord and Weird Wizard, but that's probably outside the scope of an edition change.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 9736256, member: 6809274"] 5E is great. My favorite edition of the game. But it still has a lot of stuff that annoys the hell out of me. My wish list is basically 5E but with some changes along the following lines... [LIST] [*]Move more of the power budget away from classes into subclasses. That will make subclasses choice have a bigger impact on the way a class plays, which I believe would open up more design space. [*]Drop ability scores and just use ability modifiers. [*]Move ability scores out of backgrounds (or race) and just have ability score generation be a fully self contained step in character creation. [*]Have cultural heritage be a step in character creation as done in A5E (and I think ToV?). [*]Give some narrative weight to background. For example, if you're a noble, why does that just give you some skills and tools? I mean, maybe I have a mistaken impression of the rich and powerful, but I don't think the biggest benefit to being born into money is "dressage +5". [*]Find a way to change attrition and pacing. It would be cooler if players had a reason to save their most powerful abilities until the end of the fight (or even the end of the adventure!) rather than the beginning. [*]Make high level spell casting weaker. And stronger. 7th - 9th level spells aren't necessarily campaign breaking, to me, but they are immersion breaking. When you can raise a dead person every day for the rest of your life...and this is apparently fairly common...and doesn't fundamentally change the nature of the world...I don't know what to do with that. Ditto with plane shift, meteor swarm, etc. [*]On the flip side, I find it curious that high level spellcasters can't do things like...cause a forest to grow in the middle of a desert, create a flying castle, or curse an entire kingdom. [*]Replace feet or squares with abstract distances. [*]A clear structure for skill challenges. This shouldn't be that hard. Last night I improved a skill challenge in 13th Age that played great. A bit of structure and guidance in the DMG would go a long way. [/LIST] There are other changes I'd like to see, such as spells being grouped by theme like Shadow of the Demon Lord and Weird Wizard, but that's probably outside the scope of an edition change. [/QUOTE]
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