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Design issues with 5e
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<blockquote data-quote="fuindordm" data-source="post: 9873059" data-attributes="member: 5435"><p>I love 5e -- it has a lot going for it as a player and as a DM. But the other thread anticipating 6e got me thinking seriously about what design aspects of 5e are actually problems.</p><p></p><p>So I felt like posting this thought exercise : if I were the lead designer, and not concerned with consensus or backwards compatibility, what would I consider needs changing to improve the game?</p><p></p><p>1. Not enough distinctiveness in the player experiences offered by the classes. Too much reliance on spells instead of giving each class unique ways to interact with the game and world. Too much overlap in spell lists. Hunter's mark never needed to be a spell, it could have been a skill-based ability triggered by stalking and studying an enemy. Weapon mastery and maneuvers could have been given to fighters only. And so on! I would redesign every core class to make its abilities serve a specific and unique play experience and trajectory, as much as possible. </p><p></p><p>2. Add back choice and consequences in PC design. It is ok for a species to give an ability score penalty. It is ok if you pick a class ability from a menu that is locked in at least for a whole level, not changeable every long rest. Itbis more than ok if dumping strength cripples you in melee and spending your two high scores is an interesting choice but not an obvious one. The game is more interesting because the PCs have strengths and weaknesses, and need to rely on one another.</p><p></p><p>3. Surprise needs to be dangerous. If it is practically consequence-free, then you've removed one of the major functions of the exploration pillar.</p><p></p><p>4. Beef up exploration. A solid chapter in the DMG with many examples of exploration/survival challenges. Cover dungeon, wilderness, and urban exploration. Explainnhow to run them with skills, new subsystems or both, and how some class abilities can change the nature of these challenges without avoiding them altogether. For example, maybe when a ranger fails a tracking roll, they get a "no AND" result instead of a simple no. It is OK if some classes can access tasks that others can't, or obtain unique results.</p><p></p><p>5. Cut down on the number of abilities acquired at higher levels. It's better to upgrade an ability, especially if it is already one if the class' core and mechanically unique ones.</p><p></p><p>I could probably think of a couple of others but I think all of the above would make the game more fun for more kinds of players, and justify a new edition without changing the basic framework much.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9873059, member: 5435"] I love 5e -- it has a lot going for it as a player and as a DM. But the other thread anticipating 6e got me thinking seriously about what design aspects of 5e are actually problems. So I felt like posting this thought exercise : if I were the lead designer, and not concerned with consensus or backwards compatibility, what would I consider needs changing to improve the game? 1. Not enough distinctiveness in the player experiences offered by the classes. Too much reliance on spells instead of giving each class unique ways to interact with the game and world. Too much overlap in spell lists. Hunter's mark never needed to be a spell, it could have been a skill-based ability triggered by stalking and studying an enemy. Weapon mastery and maneuvers could have been given to fighters only. And so on! I would redesign every core class to make its abilities serve a specific and unique play experience and trajectory, as much as possible. 2. Add back choice and consequences in PC design. It is ok for a species to give an ability score penalty. It is ok if you pick a class ability from a menu that is locked in at least for a whole level, not changeable every long rest. Itbis more than ok if dumping strength cripples you in melee and spending your two high scores is an interesting choice but not an obvious one. The game is more interesting because the PCs have strengths and weaknesses, and need to rely on one another. 3. Surprise needs to be dangerous. If it is practically consequence-free, then you've removed one of the major functions of the exploration pillar. 4. Beef up exploration. A solid chapter in the DMG with many examples of exploration/survival challenges. Cover dungeon, wilderness, and urban exploration. Explainnhow to run them with skills, new subsystems or both, and how some class abilities can change the nature of these challenges without avoiding them altogether. For example, maybe when a ranger fails a tracking roll, they get a "no AND" result instead of a simple no. It is OK if some classes can access tasks that others can't, or obtain unique results. 5. Cut down on the number of abilities acquired at higher levels. It's better to upgrade an ability, especially if it is already one if the class' core and mechanically unique ones. I could probably think of a couple of others but I think all of the above would make the game more fun for more kinds of players, and justify a new edition without changing the basic framework much. [/QUOTE]
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