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D&D New Edition Design Looks Soon?
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<blockquote data-quote="Greg K" data-source="post: 8691747" data-attributes="member: 5038"><p>I don't want a lot of major changes, but I doubt I will get what I want. Much of what I want would be in the DM Guide, but here is my list</p><ol> <li data-xf-list-type="ol">Clarifications</li> <li data-xf-list-type="ol">PHB (non major changes)<ol> <li data-xf-list-type="ol">covering levels 1-19 or 1-12 (a separate book for higher levels)</li> <li data-xf-list-type="ol">Tasha's decoupling or ability scores as a sidebar</li> <li data-xf-list-type="ol">Tasha's swapping of armor, weapons, tool proficiencies, etc. as a sidebar (or in the DMG)</li> <li data-xf-list-type="ol">Removing alignment from many races</li> <li data-xf-list-type="ol">Bring back 3e style Night Vision and Dark Vision</li> <li data-xf-list-type="ol">Class variants: I would prefer subclasses at first level for all classes, but probably too much of a change. Therefore, add some class variant choices at first level to keep compatible with 5e:<ol> <li data-xf-list-type="ol">Martial Bard, Urban Barbarian, Cloistered Cleric, Light Armor Fighter, Iron Body Monk, Wilderness Rogue. These would have variant class features at first level (including modified skill list and save proficiencies) and possibly at some additional levels</li> </ol></li> <li data-xf-list-type="ol">Tasha's fighting styles added to Fighter</li> <li data-xf-list-type="ol">All sorcerer Origins getting expanded spell lists by origin</li> <li data-xf-list-type="ol">Warlock Patrons: Arch Fey, The Fiend, Great Old Ones expanded to cover the arch devils, demon princes, various fey (Titania, Oberon, etc.) and several Cthulhu entities (Cthulhu, Hastur, etc.)</li> <li data-xf-list-type="ol">more subclasses for Bard, Fighter, Sorcerer</li> <li data-xf-list-type="ol">Barbarian: replace berserker fatigue with a less serious fatigue or winded condition that is easier to recover</li> <li data-xf-list-type="ol">Ranger add options for an Urban environment</li> <li data-xf-list-type="ol">Critical hits: Base die is max and roll the extra die</li> <li data-xf-list-type="ol">Some new conditions (e.g. bleeding dazed, fatigued, shaken, staggered, weakened abilities, winded) or place them in DMG</li> <li data-xf-list-type="ol">Feats kept optional, but some rebalanced.</li> <li data-xf-list-type="ol">Spells: Rebalanced/ releveled</li> </ol></li> <li data-xf-list-type="ol">DMG: Lots of new options and variants <em>in the DMG</em>:<ol> <li data-xf-list-type="ol">Skill points;</li> <li data-xf-list-type="ol">armor as dr, wound vitaity; glancing blows; flat footed ac, touch ac, revised Death Save to eliminate whack a mole</li> <li data-xf-list-type="ol">dials for resting, exhaustion, petrification, and death saves;</li> <li data-xf-list-type="ol">sidekick rules</li> <li data-xf-list-type="ol">travel mechanics.</li> <li data-xf-list-type="ol">slower leveling options</li> <li data-xf-list-type="ol">expanded rules/uses for inspiration</li> <li data-xf-list-type="ol">expanded uses for Hit Die</li> <li data-xf-list-type="ol">more guidelines for tailoring the level of magic and type of fantasy</li> </ol></li> <li data-xf-list-type="ol">The big changes that I want (and most won't happen) and not added to the DM Guide are<ol> <li data-xf-list-type="ol">Seperating biological race and abilities from environment/cutlure which would be another list or two to choose from<ol> <li data-xf-list-type="ol">environment (e.g. aquatic (underwater), coastal/island, desert, forest, grasslands, hills, jungle/rainforest, mountains, tundra, wetlands, underground, rural, urban; or</li> <li data-xf-list-type="ol">mageocracy, martial, theocracy, etc.</li> </ol></li> <li data-xf-list-type="ol">Full spellcasters toned down in power: I agree with Treantmonk and/or Dungeon Coach that the full spellcasters should be toned down to be balanced with other classes.</li> <li data-xf-list-type="ol">Cleric: on a Warlock like chasis</li> <li data-xf-list-type="ol">Monk: options to add customization to fighting style, reworking of ki and abilities that cost key, and more ki options to choose from. Maybe use a ki die mechanic.</li> <li data-xf-list-type="ol">Ranger replaced with a martial (non-spellcasting/non-mystical) version and spell casting versions as subclasses (not expecting it to happen. Since I doubt this will happen, I'd look to Dungeon Coach's changes.</li> </ol></li> </ol></blockquote><p></p>
[QUOTE="Greg K, post: 8691747, member: 5038"] I don't want a lot of major changes, but I doubt I will get what I want. Much of what I want would be in the DM Guide, but here is my list [LIST=1] [*]Clarifications [*]PHB (non major changes) [LIST=1] [*]covering levels 1-19 or 1-12 (a separate book for higher levels) [*]Tasha's decoupling or ability scores as a sidebar [*]Tasha's swapping of armor, weapons, tool proficiencies, etc. as a sidebar (or in the DMG) [*]Removing alignment from many races [*]Bring back 3e style Night Vision and Dark Vision [*]Class variants: I would prefer subclasses at first level for all classes, but probably too much of a change. Therefore, add some class variant choices at first level to keep compatible with 5e: [LIST=1] [*]Martial Bard, Urban Barbarian, Cloistered Cleric, Light Armor Fighter, Iron Body Monk, Wilderness Rogue. These would have variant class features at first level (including modified skill list and save proficiencies) and possibly at some additional levels [/LIST] [*]Tasha's fighting styles added to Fighter [*]All sorcerer Origins getting expanded spell lists by origin [*]Warlock Patrons: Arch Fey, The Fiend, Great Old Ones expanded to cover the arch devils, demon princes, various fey (Titania, Oberon, etc.) and several Cthulhu entities (Cthulhu, Hastur, etc.) [*]more subclasses for Bard, Fighter, Sorcerer [*]Barbarian: replace berserker fatigue with a less serious fatigue or winded condition that is easier to recover [*]Ranger add options for an Urban environment [*]Critical hits: Base die is max and roll the extra die [*]Some new conditions (e.g. bleeding dazed, fatigued, shaken, staggered, weakened abilities, winded) or place them in DMG [*]Feats kept optional, but some rebalanced. [*]Spells: Rebalanced/ releveled [/LIST] [*]DMG: Lots of new options and variants [I]in the DMG[/I]: [LIST=1] [*]Skill points; [*]armor as dr, wound vitaity; glancing blows; flat footed ac, touch ac, revised Death Save to eliminate whack a mole [*]dials for resting, exhaustion, petrification, and death saves; [*]sidekick rules [*]travel mechanics. [*]slower leveling options [*]expanded rules/uses for inspiration [*]expanded uses for Hit Die [*]more guidelines for tailoring the level of magic and type of fantasy [/LIST] [*]The big changes that I want (and most won't happen) and not added to the DM Guide are [LIST=1] [*]Seperating biological race and abilities from environment/cutlure which would be another list or two to choose from [LIST=1] [*]environment (e.g. aquatic (underwater), coastal/island, desert, forest, grasslands, hills, jungle/rainforest, mountains, tundra, wetlands, underground, rural, urban; or [*]mageocracy, martial, theocracy, etc. [/LIST] [*]Full spellcasters toned down in power: I agree with Treantmonk and/or Dungeon Coach that the full spellcasters should be toned down to be balanced with other classes. [*]Cleric: on a Warlock like chasis [*]Monk: options to add customization to fighting style, reworking of ki and abilities that cost key, and more ki options to choose from. Maybe use a ki die mechanic. [*]Ranger replaced with a martial (non-spellcasting/non-mystical) version and spell casting versions as subclasses (not expecting it to happen. Since I doubt this will happen, I'd look to Dungeon Coach's changes. [/LIST] [/LIST] [/QUOTE]
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