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Eye Tyrant. Who Died and Made You Gygax?? Design Your Own D&D 2024X3.
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<blockquote data-quote="THEMNGMNT" data-source="post: 9633425" data-attributes="member: 6809274"><p>I'll bite.</p><p></p><p>On the player side, I'd modify 5E to be more like Shadow of the Demon Lord. What does that mean? All subclasses would grant abilities at the same level. That opens up design space to have subclasses that work across every class, such as species-based subclasses, organizational-based subclasses, thematic subclasses. Etc. Magic would be grouped into traditions, like in SotDL. So all air spells would be in one tradition, fire spells in another, healing in another, etc. It makes magic more thematic and also curbs spellcaster power. Backgrounds would be less about delivering feats and skills, and more about narrative. If you're a sage or a guild member, that should give you power in the world. And no ability scores. I'd just use the modifiers.</p><p></p><p>On the DM side, monsters would be 4E style. I also like what Mike Mearls is doing on his Patreon regarding rests, skill challenges, exploration, etc. So something in that space. Oh, and some version of Icons from 13th Age. I want more widgets for factions, renown, bastions, etc.</p><p></p><p>On the product side, I'd put more emphasis on starter sets. I'd probably release a new starter set every year or two, and it would be explicitly tied to a new adventure path. For example, a starter set like Dragons of Stormwreck Isle would be the onramp to an adventure path like Tyranny of Dragons...and Fizban's Treasury of Dragons would come out the same year. You know, like it should have all along.</p><p></p><p>EDIT:</p><p></p><p>I also like the 4E idea of a Paragon Path/Epic Destiny. Giving players what is essentially a second subclass at about 13th level could be fun.</p><p></p><p>More broadly, I'd shift the power budget away from classes and toward subclasses, so that choice feels more distinctive and impactful.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 9633425, member: 6809274"] I'll bite. On the player side, I'd modify 5E to be more like Shadow of the Demon Lord. What does that mean? All subclasses would grant abilities at the same level. That opens up design space to have subclasses that work across every class, such as species-based subclasses, organizational-based subclasses, thematic subclasses. Etc. Magic would be grouped into traditions, like in SotDL. So all air spells would be in one tradition, fire spells in another, healing in another, etc. It makes magic more thematic and also curbs spellcaster power. Backgrounds would be less about delivering feats and skills, and more about narrative. If you're a sage or a guild member, that should give you power in the world. And no ability scores. I'd just use the modifiers. On the DM side, monsters would be 4E style. I also like what Mike Mearls is doing on his Patreon regarding rests, skill challenges, exploration, etc. So something in that space. Oh, and some version of Icons from 13th Age. I want more widgets for factions, renown, bastions, etc. On the product side, I'd put more emphasis on starter sets. I'd probably release a new starter set every year or two, and it would be explicitly tied to a new adventure path. For example, a starter set like Dragons of Stormwreck Isle would be the onramp to an adventure path like Tyranny of Dragons...and Fizban's Treasury of Dragons would come out the same year. You know, like it should have all along. EDIT: I also like the 4E idea of a Paragon Path/Epic Destiny. Giving players what is essentially a second subclass at about 13th level could be fun. More broadly, I'd shift the power budget away from classes and toward subclasses, so that choice feels more distinctive and impactful. [/QUOTE]
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