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<blockquote data-quote="Lord Zardoz" data-source="post: 5976652" data-attributes="member: 704"><p>At the moment, I think that I am more likely to join a game as a PC than a DM for 5th Edition. There are too many things about the ruleset that I am paranoid about (I have not tried the playtest).</p><p></p><p>I would need the following things present at least in a Rules Module form if not in the core.</p><p></p><p>Robust Combat / Class Balance: I cannot guarantee every player shows up to every game. I do not want to put together an encounter that goes from trivial to TPK based on one player being at the table, and I do NEVER want to feel like I need to balance a combat based around the power set of a single character. This has the following consequences:</p><p></p><p> - I do not want to have 1st level fighters with absurdly min-maxed damage output from a single attack.</p><p> - I do not want to have spell casters that are either 'terrible untrained archers' at low levels after one encounter but can solo most encounters later due to using spell combos (the old fly + fireball + improved invis combo).</p><p> - I do not want 'Scry-Buff-Die' tactics to be a problem at any level of play</p><p> - I do not want a magic item christmas tree player.</p><p> - I do not want a fighter class where the only difference between 1st and 30th level are bigger +X to hit and damage numbers.</p><p> - I do not want a cleric is is a glorified combat medic</p><p> - I do not want a cleric that is the perfect synthesis of caster and melee combatant.</p><p> - I do not want 'save or suck' spells or effects that put players OR monsters entirely out of a fight.</p><p> - I do not want players looking for hordes of overlapping buffs via spells and magic items.</p><p></p><p>On the more positive note:</p><p> - I do want fighters to have a way to occasionally make area attacks (even if they are 'close burst').</p><p> - I want monsters and encounters that can be easily scaled up or down based on number of players at the table.</p><p> - I want Minions, or something mechanically identical</p><p> - I want all classes to be able to be useful outside of combat</p><p> - I want monster creation to not be tied to PC creation (ie, 4th edition monsters), but I want the option of creating a NPC / villain using PC abilities (ie, 3rd Edition monsters).</p><p> - I want spells / rituals that encourage creative / goofy problem solving.</p><p> - I want to create the threat of defeat in every balanced combat I put out (ie, no cake walks, if I am going to have players roll initiative, it had better carry the implied threat of impending peril).</p><p> - I want low level monsters to stay viable at higher levels.</p><p> - I want published adventures intended for 6th level characters to have combat encounters balanced for 6th level characters. This means I do not want to see any 10th level monsters showing up when my players are still 6th level.</p><p></p><p>As an aside, one thing I liked about 4th edition design is that all classes could benefit from new powers and abilities that were published later. Previous editions had spell casters benefit disproportionately from power creep. With 4th edition, all classes would benefit at about the same pace. Power creep sucks, but I would rather not have future products turn a balanced character into one I have to plan my adventures and encounters around.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5976652, member: 704"] At the moment, I think that I am more likely to join a game as a PC than a DM for 5th Edition. There are too many things about the ruleset that I am paranoid about (I have not tried the playtest). I would need the following things present at least in a Rules Module form if not in the core. Robust Combat / Class Balance: I cannot guarantee every player shows up to every game. I do not want to put together an encounter that goes from trivial to TPK based on one player being at the table, and I do NEVER want to feel like I need to balance a combat based around the power set of a single character. This has the following consequences: - I do not want to have 1st level fighters with absurdly min-maxed damage output from a single attack. - I do not want to have spell casters that are either 'terrible untrained archers' at low levels after one encounter but can solo most encounters later due to using spell combos (the old fly + fireball + improved invis combo). - I do not want 'Scry-Buff-Die' tactics to be a problem at any level of play - I do not want a magic item christmas tree player. - I do not want a fighter class where the only difference between 1st and 30th level are bigger +X to hit and damage numbers. - I do not want a cleric is is a glorified combat medic - I do not want a cleric that is the perfect synthesis of caster and melee combatant. - I do not want 'save or suck' spells or effects that put players OR monsters entirely out of a fight. - I do not want players looking for hordes of overlapping buffs via spells and magic items. On the more positive note: - I do want fighters to have a way to occasionally make area attacks (even if they are 'close burst'). - I want monsters and encounters that can be easily scaled up or down based on number of players at the table. - I want Minions, or something mechanically identical - I want all classes to be able to be useful outside of combat - I want monster creation to not be tied to PC creation (ie, 4th edition monsters), but I want the option of creating a NPC / villain using PC abilities (ie, 3rd Edition monsters). - I want spells / rituals that encourage creative / goofy problem solving. - I want to create the threat of defeat in every balanced combat I put out (ie, no cake walks, if I am going to have players roll initiative, it had better carry the implied threat of impending peril). - I want low level monsters to stay viable at higher levels. - I want published adventures intended for 6th level characters to have combat encounters balanced for 6th level characters. This means I do not want to see any 10th level monsters showing up when my players are still 6th level. As an aside, one thing I liked about 4th edition design is that all classes could benefit from new powers and abilities that were published later. Previous editions had spell casters benefit disproportionately from power creep. With 4th edition, all classes would benefit at about the same pace. Power creep sucks, but I would rather not have future products turn a balanced character into one I have to plan my adventures and encounters around. END COMMUNICATION [/QUOTE]
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