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[+] Here's my ideal future 5E supplement
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<blockquote data-quote="CapnZapp" data-source="post: 7411977" data-attributes="member: 12731"><p>1. Yep, more fine-grained control is basically what it is all about. Each decision point is smaller. In return you get more of them. The APHB would be geared for those who want more crunch. To be brutally honest: more minutae. </p><p></p><p>The biggest point that is important to keep in mind:</p><p>4. This is all about the front-end. The chargen. Once the character is in play, all of the details and choices and calculations should be done away with.</p><p></p><p>Back to your points:</p><p>2. Sure we all wish the devs never made any trap options... but to be realistic: this can't be more of a goal than "let's hope for good QA" or the project becomes impossible.</p><p>3. Likewise. The biggest deal is relative balance between options from the same source. That is, class 1 and 2 from APHB should be roughly equal in power, just as classes 3 and 4 from the existing PHB are. But just like it's possible to minmax one PHB class and make a hopeless build of another PHB class, this parity can only be very very rough. (Maybe more of a theoretical problem than one in practice. If WotC managed to keep the PHB together, with no class worse off than maybe the Four Elements Monk; let's just assume they can keep the APHB together to a similar degree too <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>As long as the community does not percieve the APHB to be generally stronger (or weaker, though I don't think anyone thinks that's a real concern), it is a success. Just like with Ancestral Guardian vs Berserker Barbarians, I'm okay with a certain amount of definite upgrading taking place. Case in point: there's no reason to replicate a Champion Fighter, a subclass specifically designed to cater to the simple-loving crowd, in a product called "advanced"* something! <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><span style="font-size: 9px">*) not in the sense of "better" but "more difficult". Remember, naming this project the Diseased Kobold's Guide to Candles is fine by me...</span></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7411977, member: 12731"] 1. Yep, more fine-grained control is basically what it is all about. Each decision point is smaller. In return you get more of them. The APHB would be geared for those who want more crunch. To be brutally honest: more minutae. The biggest point that is important to keep in mind: 4. This is all about the front-end. The chargen. Once the character is in play, all of the details and choices and calculations should be done away with. Back to your points: 2. Sure we all wish the devs never made any trap options... but to be realistic: this can't be more of a goal than "let's hope for good QA" or the project becomes impossible. 3. Likewise. The biggest deal is relative balance between options from the same source. That is, class 1 and 2 from APHB should be roughly equal in power, just as classes 3 and 4 from the existing PHB are. But just like it's possible to minmax one PHB class and make a hopeless build of another PHB class, this parity can only be very very rough. (Maybe more of a theoretical problem than one in practice. If WotC managed to keep the PHB together, with no class worse off than maybe the Four Elements Monk; let's just assume they can keep the APHB together to a similar degree too :) ) As long as the community does not percieve the APHB to be generally stronger (or weaker, though I don't think anyone thinks that's a real concern), it is a success. Just like with Ancestral Guardian vs Berserker Barbarians, I'm okay with a certain amount of definite upgrading taking place. Case in point: there's no reason to replicate a Champion Fighter, a subclass specifically designed to cater to the simple-loving crowd, in a product called "advanced"* something! :) [SIZE=1]*) not in the sense of "better" but "more difficult". Remember, naming this project the Diseased Kobold's Guide to Candles is fine by me...[/SIZE] [/QUOTE]
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