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*Dungeons & Dragons
A 5th Edition: And It's About Time
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<blockquote data-quote="airwalkrr" data-source="post: 5795175" data-attributes="member: 12460"><p>I did, to be sure. Let us take the combat chapter as an example. It was short, simple, and to the point. Very little of that needs to be changed. The action economy in 4e was excellent. In most cases, most characters got one chance to attack per round (their standard action). It was not very retro, but it was very simple and an example of something that can facilitate faster play, more monster slayage, and more treasure gained by the end of a combat session. If I compare the action table on page 289 of the 4e Player's Handbook, I strongly prefer that to the action table on page 141 of the 3.5 Player's Handbook. The former is simple and includes the vast majority of stuff you are going to do in the game. The latter is (by comparison) exhaustive, and quite frankly confusing to new players. Keep the action table of 4e, maybe even trim it a little, and put that in the Basic book. Expand as need be with supplements.</p><p></p><p>Now this next one, I might be in the minority on, but one thing I loved about 1e was the traumatic experience of falling to negative hit points. You literally had to rest for like a week (or some roughly equivalent long period of time) unless you had access to powerful magic before you could go out and adventure again. Adventuring is dangerous! Death or serious injury should be a real part of that or players get complacent.</p><p></p><p>Magic items belong in the Dungeon Master's Guide. End of story. They are rewards for a job well done that the Dungeon Master selects based on the tone of his campaign, not toys that should be flaunted in front of the players in the Player's Handbook as if they have the right to each and every one should they desire it. Bring it back.</p><p></p><p>Back to 4e, one of the few things I liked was the old school approach to awarding the same XP for every monster, regardless of player character level. Maybe it is not a true simulation of the amount of experience one ought to earn for defeating a foe of a significantly higher or lower level, but it is simple and makes awarding XP a quick part of the game rather than the big fat XP table in the 3e DMG. So stick with the 1e/2e/4e approach. A simple XP table for monsters based on their level. A simple rule such as "no XP for monsters 10 levels lower than your own level" ought to be enough.</p><p></p><p>That is some stuff I want to see in the new edition. This is stuff that really made the game work well and created the right mood.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 5795175, member: 12460"] I did, to be sure. Let us take the combat chapter as an example. It was short, simple, and to the point. Very little of that needs to be changed. The action economy in 4e was excellent. In most cases, most characters got one chance to attack per round (their standard action). It was not very retro, but it was very simple and an example of something that can facilitate faster play, more monster slayage, and more treasure gained by the end of a combat session. If I compare the action table on page 289 of the 4e Player's Handbook, I strongly prefer that to the action table on page 141 of the 3.5 Player's Handbook. The former is simple and includes the vast majority of stuff you are going to do in the game. The latter is (by comparison) exhaustive, and quite frankly confusing to new players. Keep the action table of 4e, maybe even trim it a little, and put that in the Basic book. Expand as need be with supplements. Now this next one, I might be in the minority on, but one thing I loved about 1e was the traumatic experience of falling to negative hit points. You literally had to rest for like a week (or some roughly equivalent long period of time) unless you had access to powerful magic before you could go out and adventure again. Adventuring is dangerous! Death or serious injury should be a real part of that or players get complacent. Magic items belong in the Dungeon Master's Guide. End of story. They are rewards for a job well done that the Dungeon Master selects based on the tone of his campaign, not toys that should be flaunted in front of the players in the Player's Handbook as if they have the right to each and every one should they desire it. Bring it back. Back to 4e, one of the few things I liked was the old school approach to awarding the same XP for every monster, regardless of player character level. Maybe it is not a true simulation of the amount of experience one ought to earn for defeating a foe of a significantly higher or lower level, but it is simple and makes awarding XP a quick part of the game rather than the big fat XP table in the 3e DMG. So stick with the 1e/2e/4e approach. A simple XP table for monsters based on their level. A simple rule such as "no XP for monsters 10 levels lower than your own level" ought to be enough. That is some stuff I want to see in the new edition. This is stuff that really made the game work well and created the right mood. [/QUOTE]
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A 5th Edition: And It's About Time
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