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<blockquote data-quote="doctorbadwolf" data-source="post: 7032382" data-attributes="member: 6704184"><p>I'd like to see more guidelines for alternate rules systems, like touch AC (ive no interest in touch ac, but i'd love to see support for it as an optional rules variant). </p><p></p><p>Guidelines in the PHB for players to improvise and gain actual benefits. In the PHB. Not the DMG. </p><p></p><p>Options similar to the Battlemaster's Superiority Dice or the Monk's ki for every non full caster class. Optional variant rules to replace spell casting for half casters with a system that lets you spend a Die/Ki to either do a maneuver type thing, or cast a spell, and basically adds maneuvers to your class spell list, if you have one. </p><p></p><p>Let players who don't like their characters functioning on the basis of distinct abilities use the standard rules, while the rest of us can have what was, for many of us, the primary thing that made us love the last edition. </p><p></p><p></p><p>Alternate monster/encounter rules that run on an xp budget, is better codified, and uses templates like brute and solo. </p><p></p><p>A set of Epic rules and options that acts as an additional layer to the rules, including guidelines for upgrading any monsters that you want to turn into epic versions of themselves. </p><p>The point here would be that you can <em>start the game as epic characters</em>, or become epic at a later point in your career, generally as a group/campaign decision. Like if 4e had let you give your players epic destinies at level 1, but otherwise left the player options alone. </p><p></p><p>Rules for player past level 20, that don't assume that post 20 is "epic", along with updated stats for powerful enemies that put them at a higher level. With 5e's bounded accuracy, pre-20 characters can still fight Ancient Dragons, they will just be more challenged by them, and require more planning, and perhaps even allies, to win. </p><p></p><p>well developed rules for making magic item crafting a normal part of life, without making legendary items part of that economy, necessarily. ie, you can make or buy, and sell, a pair of flying shoes or a returning throwing axe, or a wand, or a potion, but you can't simply commission Excalibur. </p><p></p><p></p><p>A lot of this could simply be added to 5e, which I think is a good thing. An Advanced DnD for 5e wouldn't need to <em>replace</em> standard 5e, and in fact it <em>shouldn't do so.</em></p><p></p><p>Instead, it should add to it, with a solid DMG sized book of alternative rules, a reprint of the PHB with Errata and replacing the PHB Ranger with the Revised one, some clarified rules, improved formatting in some places, and maybe Halfling art that doesn't make me want to set the book on fire. </p><p></p><p>And an Advanced Encounter Builder's Handbook that acts as a Monster Manual, but that simply updates some monsters that don't work as anticipated, provides optional rules for "role" templates, including Epic templates, and updated and improved encounter building guidelines, and a section of encounters of different levels and themes that references the monsters in the book.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7032382, member: 6704184"] I'd like to see more guidelines for alternate rules systems, like touch AC (ive no interest in touch ac, but i'd love to see support for it as an optional rules variant). Guidelines in the PHB for players to improvise and gain actual benefits. In the PHB. Not the DMG. Options similar to the Battlemaster's Superiority Dice or the Monk's ki for every non full caster class. Optional variant rules to replace spell casting for half casters with a system that lets you spend a Die/Ki to either do a maneuver type thing, or cast a spell, and basically adds maneuvers to your class spell list, if you have one. Let players who don't like their characters functioning on the basis of distinct abilities use the standard rules, while the rest of us can have what was, for many of us, the primary thing that made us love the last edition. Alternate monster/encounter rules that run on an xp budget, is better codified, and uses templates like brute and solo. A set of Epic rules and options that acts as an additional layer to the rules, including guidelines for upgrading any monsters that you want to turn into epic versions of themselves. The point here would be that you can [I]start the game as epic characters[/I], or become epic at a later point in your career, generally as a group/campaign decision. Like if 4e had let you give your players epic destinies at level 1, but otherwise left the player options alone. Rules for player past level 20, that don't assume that post 20 is "epic", along with updated stats for powerful enemies that put them at a higher level. With 5e's bounded accuracy, pre-20 characters can still fight Ancient Dragons, they will just be more challenged by them, and require more planning, and perhaps even allies, to win. well developed rules for making magic item crafting a normal part of life, without making legendary items part of that economy, necessarily. ie, you can make or buy, and sell, a pair of flying shoes or a returning throwing axe, or a wand, or a potion, but you can't simply commission Excalibur. A lot of this could simply be added to 5e, which I think is a good thing. An Advanced DnD for 5e wouldn't need to [I]replace[/I] standard 5e, and in fact it [I]shouldn't do so.[/I] Instead, it should add to it, with a solid DMG sized book of alternative rules, a reprint of the PHB with Errata and replacing the PHB Ranger with the Revised one, some clarified rules, improved formatting in some places, and maybe Halfling art that doesn't make me want to set the book on fire. And an Advanced Encounter Builder's Handbook that acts as a Monster Manual, but that simply updates some monsters that don't work as anticipated, provides optional rules for "role" templates, including Epic templates, and updated and improved encounter building guidelines, and a section of encounters of different levels and themes that references the monsters in the book. [/QUOTE]
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