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Towards 5E - An Advanced Ruleset
A list of random design commandments for a 5e d&d system
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<blockquote data-quote="Sadrik" data-source="post: 4882397" data-attributes="member: 14506"><p>First of all a 5e should give a very real assessment of every edition and be true to all of them by taking the best of each and using them for ideas.</p><p></p><p>1. Level based bonuses should apply to combat only. Noncombat things should be based on the characters choices not on his level in a direct way. For example no +1/2 level to skills or gaining skill ranks per level. Instead let them start out skilled and if they want to invest to become better they can through feats or whatever. In my book a master blacksmith can be first level.</p><p></p><p>2. Minions are first level characters/monsters.</p><p></p><p>3. Defenses, saves or something else? Good question. I think most like the defenses, however they do remove some of the drama. The necromancer casts finger of death on you, you pick up your favorite d20, kiss it and roll it... Now it is the necromancer hits you with finger of death you lose 3d8+INT damage. Something is lost there. There are other ways too.</p><p></p><p>4. AC should be your DR and their should be ways to ignore AC, the dagger between the plates. Called shots need to return- perhaps something as simple as -4 to hit but +4 damage.</p><p></p><p>5. Spells should return and the ability for everyone to disarm/trip etc should return.</p><p></p><p>6. Should be compatible with 3e/2e/1e in that all of those resources can be utilized with a little work. Unlike with 4e where it requires a lot.</p><p></p><p>7. Fewer classes but with vastly more options. Every rogue or any other class should not be the same, they should have options to pick from in their class features, basically classes should have access to talent trees. This is difficult because you have talent trees, feats and class features and they are all the same thing virtually just under a different heading.</p><p></p><p>8. Bring the game back to story. Yes, some think super tactical play is good and all but I think if the story is put on the back burner to facilitate hyper tactical game play it is a terrible game. The story is what is important the combat is less so.</p><p></p><p>9. Sub systems suck. Bring everything in line with a core mechanic, don't have a separate mechanic for every little thing. Turn, trip, bull's rush, etc can all be brought in line. This is so the rules in the book work for you and you are not being worked by the book. Nothing quite slows down the drama like when you are searching the rules for that sub-system.</p><p></p><p>10. Core + supplements not all core. Get core right, don't shrug your shoulders and say well there is always PHB2/MM2 they can just ignore the goofs in PHB1/MM1.</p><p></p><p>11. Wisdom. Decide what wisdom is and don't make it some crappy catch all that encompasses perception, willpower, intuition, divine magic and certain forms of knowledge. Pick one and make it that. No more catchall status, please. It is the only stat that can be completely removed and everything moved to the other stats and you would notice no change in game play (some to int and some to cha).</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4882397, member: 14506"] First of all a 5e should give a very real assessment of every edition and be true to all of them by taking the best of each and using them for ideas. 1. Level based bonuses should apply to combat only. Noncombat things should be based on the characters choices not on his level in a direct way. For example no +1/2 level to skills or gaining skill ranks per level. Instead let them start out skilled and if they want to invest to become better they can through feats or whatever. In my book a master blacksmith can be first level. 2. Minions are first level characters/monsters. 3. Defenses, saves or something else? Good question. I think most like the defenses, however they do remove some of the drama. The necromancer casts finger of death on you, you pick up your favorite d20, kiss it and roll it... Now it is the necromancer hits you with finger of death you lose 3d8+INT damage. Something is lost there. There are other ways too. 4. AC should be your DR and their should be ways to ignore AC, the dagger between the plates. Called shots need to return- perhaps something as simple as -4 to hit but +4 damage. 5. Spells should return and the ability for everyone to disarm/trip etc should return. 6. Should be compatible with 3e/2e/1e in that all of those resources can be utilized with a little work. Unlike with 4e where it requires a lot. 7. Fewer classes but with vastly more options. Every rogue or any other class should not be the same, they should have options to pick from in their class features, basically classes should have access to talent trees. This is difficult because you have talent trees, feats and class features and they are all the same thing virtually just under a different heading. 8. Bring the game back to story. Yes, some think super tactical play is good and all but I think if the story is put on the back burner to facilitate hyper tactical game play it is a terrible game. The story is what is important the combat is less so. 9. Sub systems suck. Bring everything in line with a core mechanic, don't have a separate mechanic for every little thing. Turn, trip, bull's rush, etc can all be brought in line. This is so the rules in the book work for you and you are not being worked by the book. Nothing quite slows down the drama like when you are searching the rules for that sub-system. 10. Core + supplements not all core. Get core right, don't shrug your shoulders and say well there is always PHB2/MM2 they can just ignore the goofs in PHB1/MM1. 11. Wisdom. Decide what wisdom is and don't make it some crappy catch all that encompasses perception, willpower, intuition, divine magic and certain forms of knowledge. Pick one and make it that. No more catchall status, please. It is the only stat that can be completely removed and everything moved to the other stats and you would notice no change in game play (some to int and some to cha). [/QUOTE]
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Towards 5E - An Advanced Ruleset
A list of random design commandments for a 5e d&d system
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