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Design issues with 5e
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<blockquote data-quote="Stormonu" data-source="post: 9873136" data-attributes="member: 52734"><p>If I wasn't constrained by backwards compatibility, I'd be burned at the stake for the changes I'd make.</p><p></p><p>Remove classes entirely and just have suggested "starting packages" (and maybe "paths") that mimic selecting a class; abilities become options/feats you purchase with XP and have prerequisites, so multiclassing goes the way of the dodo. </p><p></p><p>Expand the skill system and have Expertise/Mastery subskills that cover narrow uses of a skill that you can specialize in (like Athletics - Lift). Turn Melee Combat, Ranged Combat, Spellcasting and Armor into skills. Saves would be skills as well. Expertise isn't primarily about increasing your numbers, but also unlocks minor abilities and synergies with other skills/abilities (for example, Expertise in Athletics - Lift might give you the benefit of Powerful Build).</p><p></p><p>Greatly curb HP accumulation, giving PCs a decent starting pool and a HD every other level or stop at 9th/10th level. Vastly reduce monster HP. Get away from blow-by-blow combat and make each hit significant on either side. Make action riders easier to achieve so that marking off hp numbers isn't the primary activity in the fight - movement, conditions, environment should have a much greater impact.</p><p></p><p>Reduce the number of actual spells, but open up the ability to add slight customizations (both descriptive and mechanical) so two spellcasters can choose the same spells but they operate quite differently (in effect and appearance; say like a Fire Mage vs. a Shadowcaster). Bring some danger back to spellcasting so that solving problems by mundane means is preferable, but spells are useful when a speedy (but costly) resolution is needed or if mundane means fail.</p><p></p><p>But since I suspect most folks want that "this feels like D&D and not some other game altogether" I'd just want to do a clean-up of 5E with half the DM-tracking headaches and the bumps smoothed out.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9873136, member: 52734"] If I wasn't constrained by backwards compatibility, I'd be burned at the stake for the changes I'd make. Remove classes entirely and just have suggested "starting packages" (and maybe "paths") that mimic selecting a class; abilities become options/feats you purchase with XP and have prerequisites, so multiclassing goes the way of the dodo. Expand the skill system and have Expertise/Mastery subskills that cover narrow uses of a skill that you can specialize in (like Athletics - Lift). Turn Melee Combat, Ranged Combat, Spellcasting and Armor into skills. Saves would be skills as well. Expertise isn't primarily about increasing your numbers, but also unlocks minor abilities and synergies with other skills/abilities (for example, Expertise in Athletics - Lift might give you the benefit of Powerful Build). Greatly curb HP accumulation, giving PCs a decent starting pool and a HD every other level or stop at 9th/10th level. Vastly reduce monster HP. Get away from blow-by-blow combat and make each hit significant on either side. Make action riders easier to achieve so that marking off hp numbers isn't the primary activity in the fight - movement, conditions, environment should have a much greater impact. Reduce the number of actual spells, but open up the ability to add slight customizations (both descriptive and mechanical) so two spellcasters can choose the same spells but they operate quite differently (in effect and appearance; say like a Fire Mage vs. a Shadowcaster). Bring some danger back to spellcasting so that solving problems by mundane means is preferable, but spells are useful when a speedy (but costly) resolution is needed or if mundane means fail. But since I suspect most folks want that "this feels like D&D and not some other game altogether" I'd just want to do a clean-up of 5E with half the DM-tracking headaches and the bumps smoothed out. [/QUOTE]
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