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Community
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Design issues with 5e
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<blockquote data-quote="Sulicius" data-source="post: 9873358" data-attributes="member: 6896569"><p>Spells are just codified abilities not connected to classes or feats. Once you see spells as abilities that are magic, you understand that they offer a lot of effective use for many usecases. Making 10 different versions of some ability that works like a spell just uses a lot more page space and bloats the game. It is easier for players to all use the same spell, and easier for DM's to adjudicate the effect if they all work the same way.</p><p></p><p>Sure, some things could be made non-magical, but for a ranger the limiting resource was chosen to be spell slots. It's elegant design. That way players don't have to track multiple resources. (Yes I am aware there are classes that have more resources alongside spell slots.)</p><p></p><p>Understand that similar to spells, weapon masteries, fighting styles, feats and the like all give players consistency. That way players can change class without having to re-learn the game. </p><p></p><p>By all means, create your own version of the game, but it is important to understand why they didn't give every class a different way to make attacks and cast spells.</p><p></p><p>A very unpopular, old style kind of design. I would agree that "dumping" certain stats should have more consequences, but I don't see why we should go back to giving penalties. I would love to see better design in the core stats, so that Strength, Intelligence and Charisma have more use. </p><p></p><p>We've been there, it was too swingy to be fun so they did it the new way. I think you can still use the old way if you prefer that, but I think as a game, the 5.5e way is better.</p><p></p><p>Exploration should still be optional, but I would also like more guidance on this. No new subsystems please, that would bog things down. There's <a href="https://cubicle7games.com/our-games/uncharted-journeys?srsltid=AfmBOoqYNdtc6HFfgDYqZkgwUTyJTvedBGMVLyc0IJxIVbWlT7q_ocHf" target="_blank">Uncharted Journeys</a> if you are into that, I heard it's good. I use their random encounters a lot, and they really make the game better. I already have what I need, but I think the core game could do with a large amount of tables full of varied random encounters.</p><p></p><p>Hmm, maybe. I am not opposed to this, but in many cases improving an ability means you add abilities and uses anyway. Scaling isn't an upgrade IMO.</p><p></p><p>Cool ideas! I think it would help if you thought about what the new problems could be. I think you could have a lot of fun with your 6e.</p><p></p><p>As for my changes:</p><ol> <li data-xf-list-type="ol">Ability scores are gone, only modifiers remain</li> <li data-xf-list-type="ol">Modifiers are unaffected by background or species</li> <li data-xf-list-type="ol">The usage of hands for spells, actions and the like is vastly simplified</li> <li data-xf-list-type="ol">Merge some conditions</li> <li data-xf-list-type="ol">Cut 30% of all spells, especially complicated ones</li> <li data-xf-list-type="ol">Nerf the shield spell</li> <li data-xf-list-type="ol">Add a very simple inventory system</li> <li data-xf-list-type="ol">Weapons are simplified into categories instead of per weapon type (simple light, martial light, simple 2-handed, etc.)</li> </ol></blockquote><p></p>
[QUOTE="Sulicius, post: 9873358, member: 6896569"] Spells are just codified abilities not connected to classes or feats. Once you see spells as abilities that are magic, you understand that they offer a lot of effective use for many usecases. Making 10 different versions of some ability that works like a spell just uses a lot more page space and bloats the game. It is easier for players to all use the same spell, and easier for DM's to adjudicate the effect if they all work the same way. Sure, some things could be made non-magical, but for a ranger the limiting resource was chosen to be spell slots. It's elegant design. That way players don't have to track multiple resources. (Yes I am aware there are classes that have more resources alongside spell slots.) Understand that similar to spells, weapon masteries, fighting styles, feats and the like all give players consistency. That way players can change class without having to re-learn the game. By all means, create your own version of the game, but it is important to understand why they didn't give every class a different way to make attacks and cast spells. A very unpopular, old style kind of design. I would agree that "dumping" certain stats should have more consequences, but I don't see why we should go back to giving penalties. I would love to see better design in the core stats, so that Strength, Intelligence and Charisma have more use. We've been there, it was too swingy to be fun so they did it the new way. I think you can still use the old way if you prefer that, but I think as a game, the 5.5e way is better. Exploration should still be optional, but I would also like more guidance on this. No new subsystems please, that would bog things down. There's [URL='https://cubicle7games.com/our-games/uncharted-journeys?srsltid=AfmBOoqYNdtc6HFfgDYqZkgwUTyJTvedBGMVLyc0IJxIVbWlT7q_ocHf']Uncharted Journeys[/URL] if you are into that, I heard it's good. I use their random encounters a lot, and they really make the game better. I already have what I need, but I think the core game could do with a large amount of tables full of varied random encounters. Hmm, maybe. I am not opposed to this, but in many cases improving an ability means you add abilities and uses anyway. Scaling isn't an upgrade IMO. Cool ideas! I think it would help if you thought about what the new problems could be. I think you could have a lot of fun with your 6e. As for my changes: [LIST=1] [*]Ability scores are gone, only modifiers remain [*]Modifiers are unaffected by background or species [*]The usage of hands for spells, actions and the like is vastly simplified [*]Merge some conditions [*]Cut 30% of all spells, especially complicated ones [*]Nerf the shield spell [*]Add a very simple inventory system [*]Weapons are simplified into categories instead of per weapon type (simple light, martial light, simple 2-handed, etc.) [/LIST] [/QUOTE]
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