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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Tony Vargas" data-source="post: 7802895" data-attributes="member: 996"><p>If you liked 4e, Hope is the main thing 5e has delivered. Hang onto it as long as you can, I guess.</p><p></p><p> One thing 5e has sorta added, or at least presented a little differently from 1e, is Downtime. Dowmtime seems like a great place to dispose of treasure. Just needs to be elaborated on some.</p><p></p><p>Exp/level is already a built in system that rewards players for success with greater power that can be used to achieve greater successes. Magic items have always been gasoline on that fire, anyway. 5e pushing them further back under DM control wasn't an entirely bad thing, neither was 3e/4e make/buy & wealth/level making them into a player level-based build resource, of course, just a very different thing. But, the upshot, in 5e, the game is tuned to work with magic items as a DM-controlled bonus, not an expected part of advancement, and make/buy would mess that up pretty severely.</p><p></p><p> Well, you can Hope.</p><p></p><p> Yes. It's right up there with trisected angles and squared circles. ;P The issue with the Ranger is downright ontological. You can't have a decent implementation of the Ranger because we don't have a decent definition of the Ranger. It's just another case of a player wanting to play something from fiction (Aragorn) that the D&D Fighter wasn't nearly up to handling, and the DM pasting some spells & special abilities to a Fighter+, and papering over the strict superiority of the resulting class with some HD/hp shell games and unrealistic stat requirements. Instead of, y'know, actually filling out the fighter into a worthwhile class that does significantly more than hit things.</p><p></p><p></p><p>Funny how some DMs run a 5e module and get TPKs, while others get cakewalks. D&D really is back to being more about the DM than the rules.</p><p></p><p>Edit:</p><p> OK, yes, you have a point there.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7802895, member: 996"] If you liked 4e, Hope is the main thing 5e has delivered. Hang onto it as long as you can, I guess. One thing 5e has sorta added, or at least presented a little differently from 1e, is Downtime. Dowmtime seems like a great place to dispose of treasure. Just needs to be elaborated on some. Exp/level is already a built in system that rewards players for success with greater power that can be used to achieve greater successes. Magic items have always been gasoline on that fire, anyway. 5e pushing them further back under DM control wasn't an entirely bad thing, neither was 3e/4e make/buy & wealth/level making them into a player level-based build resource, of course, just a very different thing. But, the upshot, in 5e, the game is tuned to work with magic items as a DM-controlled bonus, not an expected part of advancement, and make/buy would mess that up pretty severely. Well, you can Hope. Yes. It's right up there with trisected angles and squared circles. ;P The issue with the Ranger is downright ontological. You can't have a decent implementation of the Ranger because we don't have a decent definition of the Ranger. It's just another case of a player wanting to play something from fiction (Aragorn) that the D&D Fighter wasn't nearly up to handling, and the DM pasting some spells & special abilities to a Fighter+, and papering over the strict superiority of the resulting class with some HD/hp shell games and unrealistic stat requirements. Instead of, y'know, actually filling out the fighter into a worthwhile class that does significantly more than hit things. Funny how some DMs run a 5e module and get TPKs, while others get cakewalks. D&D really is back to being more about the DM than the rules. Edit: OK, yes, you have a point there. [/QUOTE]
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