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D&D 6th edition - What do you want to see?
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<blockquote data-quote="JeffB" data-source="post: 7794296" data-attributes="member: 518"><p>A return to 4e style monster design/stat blocks. No referencing outside the stat block, more interesting abilities that make monster unique in play. Scaling foes- so no more first 5 levels of play centered around orcs, kobolds, hobgoblin, ogres, and gnolls...boring.</p><p></p><p>A revised Contest/Skill Challenge system</p><p></p><p>A detachment from the Great Wheel/PS Cosmology and lore.</p><p></p><p>No need to include classes like the Cleric or Magic Users to ensure enough "firepower" and healing or a "balanced" party.</p><p></p><p>Per encounter/scene resource management and adventure design philosophy. Remove the "per day" design.</p><p></p><p>"Open slot cyclic initiative" (e.g FFG Star Wars) or return to round to round initiative. </p><p></p><p>Non pass/fail or non binary resolution mechanics. PF2 is trying, albeit in a 3.5 kind of game design mentality. D&D should move into the 21st century as well. "fail forward" is easy to preach, but if the mechanics are still binary it feels forced and klunky.</p><p></p><p>A very small sample sandbox core setting ala Nentir Vale tied into the rulebooks. Address "classic" settings in the DMG, and offer them for sale otherwise. I feel D&D needs to return to it's roots as a playground of your own making, not the Forgotten Realms Roleplaying Game.</p><p></p><p>Availability of smaller adventures ala LMoP. </p><p></p><p>Focus on bonus/penalties for attributes- not stat scores.(e.g. my STR is +3, not 17)</p><p></p><p>Return to big 3 defenses/saves- F/R/W and tie 2 abilities into each score.</p><p></p><p></p><p>Things I would keep from 5E:</p><p>A/D</p><p>Lair/Legendary Actions</p><p>Character Class complexity</p><p>DM adjudication focus</p><p>Bounded Accuracy aka- Hit often, get hit often.</p></blockquote><p></p>
[QUOTE="JeffB, post: 7794296, member: 518"] A return to 4e style monster design/stat blocks. No referencing outside the stat block, more interesting abilities that make monster unique in play. Scaling foes- so no more first 5 levels of play centered around orcs, kobolds, hobgoblin, ogres, and gnolls...boring. A revised Contest/Skill Challenge system A detachment from the Great Wheel/PS Cosmology and lore. No need to include classes like the Cleric or Magic Users to ensure enough "firepower" and healing or a "balanced" party. Per encounter/scene resource management and adventure design philosophy. Remove the "per day" design. "Open slot cyclic initiative" (e.g FFG Star Wars) or return to round to round initiative. Non pass/fail or non binary resolution mechanics. PF2 is trying, albeit in a 3.5 kind of game design mentality. D&D should move into the 21st century as well. "fail forward" is easy to preach, but if the mechanics are still binary it feels forced and klunky. A very small sample sandbox core setting ala Nentir Vale tied into the rulebooks. Address "classic" settings in the DMG, and offer them for sale otherwise. I feel D&D needs to return to it's roots as a playground of your own making, not the Forgotten Realms Roleplaying Game. Availability of smaller adventures ala LMoP. Focus on bonus/penalties for attributes- not stat scores.(e.g. my STR is +3, not 17) Return to big 3 defenses/saves- F/R/W and tie 2 abilities into each score. Things I would keep from 5E: A/D Lair/Legendary Actions Character Class complexity DM adjudication focus Bounded Accuracy aka- Hit often, get hit often. [/QUOTE]
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