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[+] Here's my ideal future 5E supplement
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<blockquote data-quote="CapnZapp" data-source="post: 7411971" data-attributes="member: 12731"><p>Anyway. Great to see we're back on topic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><u>Advanced Player's Handbook</u></p><p>What this would do is, instead of handing out bonuses and abilities automatically, is make the player "work" for it - choosing between menus, at each level. </p><p></p><p>To increase choices, the level-up bonus represented by proficiency in the Basic Player's Handbook could be removed, so there is design space for giving individual bonuses for making choices on skills and attacks. Just to take a single example.</p><p></p><p>Furthermore, there would be no absolute boons in my ideal supplement. No "you can't be surprised" things. No "this feat makes you immune to opportunity attacks". No "this ability removes penalties from long distance". All such things would be rephrased into relative terms and thus empower the DM to still feature enemies that manage to evade and overcome them.</p><p></p><p>Instead of a magic item that says you "can't" be surprised, it would give a bonus to whatever check that determines surprise. Instead of a feat that "removes" penalties for distance or cover, you get a bonus that makes it easier for you to overcome distance or cover penalties (but where distance and cover remains a factor).</p><p></p><p>Same with "you can't be tracked". Or, "you detect the CR of your foe". Absolutes are stupid, and rob the DM of the license to fudge results in order to create a better play experience.</p><p></p><p><u>Advanced Monster Manual</u></p><p>I got the suggestion to include monster tactics. That's a great idea. </p><p></p><p>I can easily see each monster entry include a typical or default three round routine, to help a DM short on time to not forget a particular ability or combo. </p><p></p><p>This especially goes for spellcasting monsters, but also epic ones with loads of different abilities. Blogs such as "The Monsters Know What They're Doing" or Sly Flourish make great examples of what to expect with this.</p><p></p><p>No more than a three round routine should be included, or it defeats the purpose (becoming so long it takes too much time to digest it's better to just skip it).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7411971, member: 12731"] Anyway. Great to see we're back on topic :) [U]Advanced Player's Handbook[/U] What this would do is, instead of handing out bonuses and abilities automatically, is make the player "work" for it - choosing between menus, at each level. To increase choices, the level-up bonus represented by proficiency in the Basic Player's Handbook could be removed, so there is design space for giving individual bonuses for making choices on skills and attacks. Just to take a single example. Furthermore, there would be no absolute boons in my ideal supplement. No "you can't be surprised" things. No "this feat makes you immune to opportunity attacks". No "this ability removes penalties from long distance". All such things would be rephrased into relative terms and thus empower the DM to still feature enemies that manage to evade and overcome them. Instead of a magic item that says you "can't" be surprised, it would give a bonus to whatever check that determines surprise. Instead of a feat that "removes" penalties for distance or cover, you get a bonus that makes it easier for you to overcome distance or cover penalties (but where distance and cover remains a factor). Same with "you can't be tracked". Or, "you detect the CR of your foe". Absolutes are stupid, and rob the DM of the license to fudge results in order to create a better play experience. [U]Advanced Monster Manual[/U] I got the suggestion to include monster tactics. That's a great idea. I can easily see each monster entry include a typical or default three round routine, to help a DM short on time to not forget a particular ability or combo. This especially goes for spellcasting monsters, but also epic ones with loads of different abilities. Blogs such as "The Monsters Know What They're Doing" or Sly Flourish make great examples of what to expect with this. No more than a three round routine should be included, or it defeats the purpose (becoming so long it takes too much time to digest it's better to just skip it). [/QUOTE]
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