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<blockquote data-quote="Warpiglet-7" data-source="post: 9737529" data-attributes="member: 7025282"><p>I have enjoyed 5e a lot. I enjoyed earlier editions a lot. There are a few changes I would advocate and enjoy moving forward.</p><p></p><p>Bonus actions are now almost instinctive. We know when we can use them. Same with reactions. But there has to be a cleaner way to incorporate both in a more unified system. </p><p></p><p>Maybe have a clean list of extra actions with a column about when they can be used? </p><p></p><p>I find the dilution of good and evil a little bit…unsatisfactory. Let’s have holy swords</p><p>And Elric soul sucking evil swords unapologetically. Simplify good and evil so people have the ballpark (no endless philosophical arguments about it) and lean into it.</p><p></p><p>Make species abilities matter with pros and cons leading to some variety of play. Don’t smooth out all the bumpy edges. If we don’t want complications and details we can do other story games elsewhere.</p><p></p><p>Get a system that makes players greedy again. Or heroic. Or something. Experience for gold, experience for heroics with an itemized list of acts…lean into the game so while we roleplay we also shoot for a higher score again.</p><p></p><p>Reduce the pew pew…cantrips are cool in practice but make them a resource too like arrows. Maybe burn a spell slot to earn more cantrip uses for the day. Whatever ration of spell level to cantrip use determined to be best.</p><p></p><p>Clean up stealth and exploration. Mix old school exploration. You don’t make a roll to find the object that is hidden unless you are clear about where you are pressing and looking. (Bring back more skill and less “I roll for x”).</p><p></p><p>Integrate special ability uses from subclasses with spells. Each class has a list of powers divided by spell level. In short spells are not all spells but are hey have a united mechanic.</p><p></p><p>The devotion paladins holy weapon is 2nd level spell vs a tacked on ability in addition to a spells. Everyone has a list incorporating their spells and abilities into one list and united mechanic.</p><p></p><p>However, many won’t be spells and a vanilla fighter or barbarian beserker would have a list of abilities that are explicitly not magical.</p><p></p><p>Make fewer classes “spell casters” and be explicit about what their abilities represent. </p><p></p><p>Keep the things that work…bounded accuracy is good. Class and hit points are sacred. Alignment…make good and evil matter again. </p><p></p><p>reduce overlap of abilities…let clerics do the blessing. If someone does get access from abilities from another class, make an in game requirement.</p><p></p><p>This feat gives me bless and some other holy power. Don’t make it a throw away tacked on thing. Require the character pray each day in exchange. Make options have some grounding so players feel a pull to the fiction even if they play it more like a wargame, generally.</p></blockquote><p></p>
[QUOTE="Warpiglet-7, post: 9737529, member: 7025282"] I have enjoyed 5e a lot. I enjoyed earlier editions a lot. There are a few changes I would advocate and enjoy moving forward. Bonus actions are now almost instinctive. We know when we can use them. Same with reactions. But there has to be a cleaner way to incorporate both in a more unified system. Maybe have a clean list of extra actions with a column about when they can be used? I find the dilution of good and evil a little bit…unsatisfactory. Let’s have holy swords And Elric soul sucking evil swords unapologetically. Simplify good and evil so people have the ballpark (no endless philosophical arguments about it) and lean into it. Make species abilities matter with pros and cons leading to some variety of play. Don’t smooth out all the bumpy edges. If we don’t want complications and details we can do other story games elsewhere. Get a system that makes players greedy again. Or heroic. Or something. Experience for gold, experience for heroics with an itemized list of acts…lean into the game so while we roleplay we also shoot for a higher score again. Reduce the pew pew…cantrips are cool in practice but make them a resource too like arrows. Maybe burn a spell slot to earn more cantrip uses for the day. Whatever ration of spell level to cantrip use determined to be best. Clean up stealth and exploration. Mix old school exploration. You don’t make a roll to find the object that is hidden unless you are clear about where you are pressing and looking. (Bring back more skill and less “I roll for x”). Integrate special ability uses from subclasses with spells. Each class has a list of powers divided by spell level. In short spells are not all spells but are hey have a united mechanic. The devotion paladins holy weapon is 2nd level spell vs a tacked on ability in addition to a spells. Everyone has a list incorporating their spells and abilities into one list and united mechanic. However, many won’t be spells and a vanilla fighter or barbarian beserker would have a list of abilities that are explicitly not magical. Make fewer classes “spell casters” and be explicit about what their abilities represent. Keep the things that work…bounded accuracy is good. Class and hit points are sacred. Alignment…make good and evil matter again. reduce overlap of abilities…let clerics do the blessing. If someone does get access from abilities from another class, make an in game requirement. This feat gives me bless and some other holy power. Don’t make it a throw away tacked on thing. Require the character pray each day in exchange. Make options have some grounding so players feel a pull to the fiction even if they play it more like a wargame, generally. [/QUOTE]
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