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<blockquote data-quote="Merlecory" data-source="post: 9736381" data-attributes="member: 7045536"><p>A few scattered thoughts: </p><ul> <li data-xf-list-type="ul">I would like to see the return of features that actually interact with the world. <em>Example I don't like - Current UA Druid who causes plant life to surge in an area, then instantly disappear. Why not have it stay there, or whither outside the druid's magic?</em></li> <li data-xf-list-type="ul">I would like to see more effort in the mechanics of exploration, and relatedly, resting taking more effort/longer. I think a long rest restoring all resources for 8 hours rest anywhere is too potent to really enable exploration/attrition. </li> <li data-xf-list-type="ul">Spells, especially lower level ones, need to be less capable of solving problems. <em>Goodberry</em> should not be a full day-s rations for an adventurer trekking/fighting. <ul> <li data-xf-list-type="ul">I would like to see half casters combine class features, skills, and spells. E.I., A ranger in their favored terrain might be able to <em>goodberry</em> up a full days rations. </li> <li data-xf-list-type="ul">5e rope tells you how to break out of rope if you are tied up (DC 17 strength to burst), but it should also include rules for how much rope can carry. Something like: <em>Hempen Rope can carry a maximum of 300 lbs without risk of breaking. If you exceed that limit by less than 50lbs, roll a d6. on a 1, the rope breaks. For every 50 lbs above, the number that breaks the rope increases by 1 (301-305: 1, 351-400: 1 or 2). </em></li> </ul></li> <li data-xf-list-type="ul">I am torn on classes: A fighter "<em>is the best at fighting</em>" doesn't really work, it's too generic. It raises questions about how good a class like a Barbarian can be at fighting. At least the Wizard's study and spell book has <em>some</em> thematic separation from the Sorcerer. </li> <li data-xf-list-type="ul">Unlike others in this thread, I would seriously tear up the math underpinning the game. Bounded accuracy seems to work OK for attacks vs AC, but it hasn't worked well for saves (as mentioned up thread), and I don't think it works well for skills. How often have people complained that their supposed specialist fails a task only for some other party member to just roll better?<ul> <li data-xf-list-type="ul">I get 5.24 tries to give a bunch of classes features to help, but I find that they are more of a band-aid solution. The Fighters second level <em>Tactical Mind</em> feature (on average) adds about the entire character progression from level 1 to level 20.</li> </ul></li> <li data-xf-list-type="ul">I think the new edition should let players make important mechanical decisions as they level up. More frequent feats and skills allow for characters to organically grow/respond to the adventuring the are doing.</li> </ul></blockquote><p></p>
[QUOTE="Merlecory, post: 9736381, member: 7045536"] A few scattered thoughts: [LIST] [*]I would like to see the return of features that actually interact with the world. [I]Example I don't like - Current UA Druid who causes plant life to surge in an area, then instantly disappear. Why not have it stay there, or whither outside the druid's magic?[/I] [*]I would like to see more effort in the mechanics of exploration, and relatedly, resting taking more effort/longer. I think a long rest restoring all resources for 8 hours rest anywhere is too potent to really enable exploration/attrition. [*]Spells, especially lower level ones, need to be less capable of solving problems. [I]Goodberry[/I] should not be a full day-s rations for an adventurer trekking/fighting. [LIST] [*]I would like to see half casters combine class features, skills, and spells. E.I., A ranger in their favored terrain might be able to [I]goodberry[/I] up a full days rations. [*]5e rope tells you how to break out of rope if you are tied up (DC 17 strength to burst), but it should also include rules for how much rope can carry. Something like: [I]Hempen Rope can carry a maximum of 300 lbs without risk of breaking. If you exceed that limit by less than 50lbs, roll a d6. on a 1, the rope breaks. For every 50 lbs above, the number that breaks the rope increases by 1 (301-305: 1, 351-400: 1 or 2). [/I] [/LIST] [*]I am torn on classes: A fighter "[I]is the best at fighting[/I]" doesn't really work, it's too generic. It raises questions about how good a class like a Barbarian can be at fighting. At least the Wizard's study and spell book has [I]some[/I] thematic separation from the Sorcerer. [*]Unlike others in this thread, I would seriously tear up the math underpinning the game. Bounded accuracy seems to work OK for attacks vs AC, but it hasn't worked well for saves (as mentioned up thread), and I don't think it works well for skills. How often have people complained that their supposed specialist fails a task only for some other party member to just roll better? [LIST] [*]I get 5.24 tries to give a bunch of classes features to help, but I find that they are more of a band-aid solution. The Fighters second level [I]Tactical Mind[/I] feature (on average) adds about the entire character progression from level 1 to level 20. [/LIST] [*]I think the new edition should let players make important mechanical decisions as they level up. More frequent feats and skills allow for characters to organically grow/respond to the adventuring the are doing. [/LIST] [/QUOTE]
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