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How would you do 5th edition D&D?
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<blockquote data-quote="scruffygrognard" data-source="post: 4555112" data-attributes="member: 8313"><p>I had high hopes for Pathfinder being the next, great version of D&D for me and my group... which were dashed when I looked at the Beta rules.</p><p></p><p>Pathfinder should have cleaned up 3.5 and make for streamlined, faster paced game... PERIOD. That isn't what I've been seeing.</p><p></p><p>For 5th edition, I'd love to see the game start off simply, and build off of that (highly flexible) base:</p><p></p><p>1] Core races (dwarf, elf, gnome, half-elf, half-orc, halfling and human) that are true to their past D&D roots.</p><p>2] Core classes (cleric, druid, fighter, ranger, paladin, wizard, monk and rogue) that have been staples of D&D for a while. These classes act as templates that can be built off of (see #3).</p><p>3] A feat-tree system (like Saga's talent trees) that allows for more class flexibility and allows you to emulate iconic types without the need for new classes (swashbucklers, assassins, barbarians, bards, necromancers, etc+). Optimally, this feat system should also be able to replace multiclassing/prestige classes (here is one place that I feel that 4th edition did things correctly).</p><p>4] A simplified skill system that allows for diversity without requiring a person to be an accountant. </p><p>5] Bring back utility spells and Vancian magic. Limit buffing spells (the number that 1 creature can have cast upon them) and simplify the rules for stacking effects.</p><p>6] Monsters need not follow the same rules as PCs (another bit that 4th edition got right).</p><p>7] Fix DR so that characters don't need to carry around 6 different weapons in order to be effective.</p></blockquote><p></p>
[QUOTE="scruffygrognard, post: 4555112, member: 8313"] I had high hopes for Pathfinder being the next, great version of D&D for me and my group... which were dashed when I looked at the Beta rules. Pathfinder should have cleaned up 3.5 and make for streamlined, faster paced game... PERIOD. That isn't what I've been seeing. For 5th edition, I'd love to see the game start off simply, and build off of that (highly flexible) base: 1] Core races (dwarf, elf, gnome, half-elf, half-orc, halfling and human) that are true to their past D&D roots. 2] Core classes (cleric, druid, fighter, ranger, paladin, wizard, monk and rogue) that have been staples of D&D for a while. These classes act as templates that can be built off of (see #3). 3] A feat-tree system (like Saga's talent trees) that allows for more class flexibility and allows you to emulate iconic types without the need for new classes (swashbucklers, assassins, barbarians, bards, necromancers, etc+). Optimally, this feat system should also be able to replace multiclassing/prestige classes (here is one place that I feel that 4th edition did things correctly). 4] A simplified skill system that allows for diversity without requiring a person to be an accountant. 5] Bring back utility spells and Vancian magic. Limit buffing spells (the number that 1 creature can have cast upon them) and simplify the rules for stacking effects. 6] Monsters need not follow the same rules as PCs (another bit that 4th edition got right). 7] Fix DR so that characters don't need to carry around 6 different weapons in order to be effective. [/QUOTE]
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