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How would you do 5th edition D&D?
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<blockquote data-quote="Raven Crowking" data-source="post: 4554785" data-attributes="member: 18280"><p>1. Cull every edition for good ideas. Don't be afraid to keep the best ideas from each edition, and toss them into the melting pot.</p><p></p><p>2. Remember that verisimilitude is not a dirty word, and is important to some playstyles.</p><p></p><p>3. Combat must be faster, and faster combat cannot rely upon a grid. Sorry, but writing the game to sell minis must go. Cubical fireballs are.....(shudder).</p><p></p><p>4. Focus more on fast play and improv, and less on perfect balance. The primary strength to the resource-management paradigm is that it can hold up under less rigorous balance, because encounters are not expected to be balanced against a party at full resources. This is something to strongly consider.</p><p></p><p>5. Make the game OGL. There are some customers you will never get back without it.</p><p></p><p>6. Tone down the Wahoo! elements. Speaking of which, Pathfinder folks, if you're listening, "More Wahoo! than 3.5!" isn't the direction I think you should be going.</p><p></p><p>7. EDIT: Art style. I have come to believe that the mishmash of art styles in 1e and earlier was a good thing. If one piece didn't grab you, another one would. D&D needs truly evocative art (rather than merely illustrative art).</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4554785, member: 18280"] 1. Cull every edition for good ideas. Don't be afraid to keep the best ideas from each edition, and toss them into the melting pot. 2. Remember that verisimilitude is not a dirty word, and is important to some playstyles. 3. Combat must be faster, and faster combat cannot rely upon a grid. Sorry, but writing the game to sell minis must go. Cubical fireballs are.....(shudder). 4. Focus more on fast play and improv, and less on perfect balance. The primary strength to the resource-management paradigm is that it can hold up under less rigorous balance, because encounters are not expected to be balanced against a party at full resources. This is something to strongly consider. 5. Make the game OGL. There are some customers you will never get back without it. 6. Tone down the Wahoo! elements. Speaking of which, Pathfinder folks, if you're listening, "More Wahoo! than 3.5!" isn't the direction I think you should be going. 7. EDIT: Art style. I have come to believe that the mishmash of art styles in 1e and earlier was a good thing. If one piece didn't grab you, another one would. D&D needs truly evocative art (rather than merely illustrative art). [/QUOTE]
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