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Advanced D&D or "what to minimally fix in 5E?"
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<blockquote data-quote="Lanefan" data-source="post: 9371868" data-attributes="member: 29398"><p>Fair enough.</p><p></p><p>Keep in mind, however, that adding those options (no matter what they are, with one exception noted below) will very likely have knock-on effects the fixing of which would require a deeper delve into the existing game structure. It's a drawback of unified rather than subsystem-based design: you can't change or augment one thing without affecting other things.</p><p></p><p>Your proposal of a second go-round of sub-classes at 12th level, for example. Sounds simple at first read, until you consider the knock-ons: you now have to rewrite and rebalance pretty much every sub-class the game already has in light of the new ones you'd have to invent; and that opens up a Pandora's box. Do the new/revised sub-classes need or force a tweak to the resting rules? Do the new/revised sub-classes need or force a review of the root classes? Do the new/revised sub-classes make high-level characters more powerful overall, thus forcing a reworking of higher-grade monsters and foes to allow them to keep up? Etc.</p><p></p><p>The exception is magic item pricing in that, being a discrete standalone subsystem, it doesn't really touch anything else in the mechanics and thus can probably be added in without much fuss.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9371868, member: 29398"] Fair enough. Keep in mind, however, that adding those options (no matter what they are, with one exception noted below) will very likely have knock-on effects the fixing of which would require a deeper delve into the existing game structure. It's a drawback of unified rather than subsystem-based design: you can't change or augment one thing without affecting other things. Your proposal of a second go-round of sub-classes at 12th level, for example. Sounds simple at first read, until you consider the knock-ons: you now have to rewrite and rebalance pretty much every sub-class the game already has in light of the new ones you'd have to invent; and that opens up a Pandora's box. Do the new/revised sub-classes need or force a tweak to the resting rules? Do the new/revised sub-classes need or force a review of the root classes? Do the new/revised sub-classes make high-level characters more powerful overall, thus forcing a reworking of higher-grade monsters and foes to allow them to keep up? Etc. The exception is magic item pricing in that, being a discrete standalone subsystem, it doesn't really touch anything else in the mechanics and thus can probably be added in without much fuss. [/QUOTE]
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