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D&D 5th Edition!!! (WITH POLL!!!)
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<blockquote data-quote="I'm A Banana" data-source="post: 5583868" data-attributes="member: 2067"><p>I'd start with 4e as a base, as I want to move forward, not backwards. There are some important lessons learned in 4e, and I wouldn't want to loose them.</p><p></p><p>I'd look back for inspiration, however.</p><p></p><ul> <li data-xf-list-type="ul"> <strong>More LTR Focus</strong>: Instead of being organized around the <em>combat encounter</em>, my 5e would be organized around the <em>adventure</em>. Adventures would be designed to take ~ 3 sessions, at about 4 hours each. Parties could succeed or fail them. There might be combat, or there might not be combat. This brings back the way older editions rewarded finding treasure more than killing goblins -- the point is the success, not the combats on the way to success. Among other things, this means redoing HP, healing surges, and AEDU structure. </li> <li data-xf-list-type="ul"> <strong>Less Detailed Combat, More Detailed Other Things</strong>: With combat forming one major pillar of the game, rather than the ONLY major pillar of the game, it must be more fluid, flexible, and cinematic -- more abstract. The tactical level is expanded from the individual combat to the entire adventure -- you must think creatively about how to succeed this adventure, which means combat, but it also means (more detailed) Interactions, Explorations, and Discoveries. Your fighter gets interesting attacks, but also interesting abilities to use in those other situations.</li> <li data-xf-list-type="ul"> <strong>Power Source = Power List; Class = Class Features</strong>: The abilities you get come from the list of abilities relevant to your power source -- all clerics cull from the same list of prayers as their paladin friends. Your class affects how you use powers via your role, so Fighters use their martial abilties different than Rogues use them. "Martial" classes become tied to equipment: fighters and rogues and the like get awesome magical weapons and armor while wizards and clerics are getting awesome magical spells. This ties into the idea below.</li> <li data-xf-list-type="ul"> <strong>Treasure Is Random Again</strong>: Since all necessary maths are accounted for in the class itself, you don't HAVE to give out any specific treasure to anyone. What you get, instead, is the freedom to award goofy, random, possibly useless stuff that is simply just <em>magical and neat</em>. Since your fighter automatically gets, say, a <em>+1 Sword</em>, you don't need to award that. You can, in fact, award a sword that deals fire damage, but that also has a pryomaniac personality inside that the party can lay to rest (or not). </li> <li data-xf-list-type="ul"> <strong>Monsters Are Interesting Again</strong>: Since not everything has to be a combat, monsters can fill roles other than "sack of HP to beat up." MMs are filled with combat monsters, trap monsters (hazards, or critters like the Rust Monster), social monsters (fey? other NPCs?), even ally monsters and reward monsters (instead of treasure, you got a magical angel to follow your party around!). MMs are also filled with challenges for other areas of the game, such as tough regions to Explore, or difficult mysteries to Discover, and interesting folk to Interact with. MMs are "books of encounter ideas" again.</li> </ul><p></p><p>That's the short list, anyway.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5583868, member: 2067"] I'd start with 4e as a base, as I want to move forward, not backwards. There are some important lessons learned in 4e, and I wouldn't want to loose them. I'd look back for inspiration, however. [LIST] [*] [B]More LTR Focus[/B]: Instead of being organized around the [I]combat encounter[/I], my 5e would be organized around the [I]adventure[/I]. Adventures would be designed to take ~ 3 sessions, at about 4 hours each. Parties could succeed or fail them. There might be combat, or there might not be combat. This brings back the way older editions rewarded finding treasure more than killing goblins -- the point is the success, not the combats on the way to success. Among other things, this means redoing HP, healing surges, and AEDU structure. [*] [B]Less Detailed Combat, More Detailed Other Things[/B]: With combat forming one major pillar of the game, rather than the ONLY major pillar of the game, it must be more fluid, flexible, and cinematic -- more abstract. The tactical level is expanded from the individual combat to the entire adventure -- you must think creatively about how to succeed this adventure, which means combat, but it also means (more detailed) Interactions, Explorations, and Discoveries. Your fighter gets interesting attacks, but also interesting abilities to use in those other situations. [*] [B]Power Source = Power List; Class = Class Features[/B]: The abilities you get come from the list of abilities relevant to your power source -- all clerics cull from the same list of prayers as their paladin friends. Your class affects how you use powers via your role, so Fighters use their martial abilties different than Rogues use them. "Martial" classes become tied to equipment: fighters and rogues and the like get awesome magical weapons and armor while wizards and clerics are getting awesome magical spells. This ties into the idea below. [*] [B]Treasure Is Random Again[/B]: Since all necessary maths are accounted for in the class itself, you don't HAVE to give out any specific treasure to anyone. What you get, instead, is the freedom to award goofy, random, possibly useless stuff that is simply just [I]magical and neat[/I]. Since your fighter automatically gets, say, a [I]+1 Sword[/I], you don't need to award that. You can, in fact, award a sword that deals fire damage, but that also has a pryomaniac personality inside that the party can lay to rest (or not). [*] [B]Monsters Are Interesting Again[/B]: Since not everything has to be a combat, monsters can fill roles other than "sack of HP to beat up." MMs are filled with combat monsters, trap monsters (hazards, or critters like the Rust Monster), social monsters (fey? other NPCs?), even ally monsters and reward monsters (instead of treasure, you got a magical angel to follow your party around!). MMs are also filled with challenges for other areas of the game, such as tough regions to Explore, or difficult mysteries to Discover, and interesting folk to Interact with. MMs are "books of encounter ideas" again. [/LIST] That's the short list, anyway. [/QUOTE]
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