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How would you do 5th edition D&D?
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<blockquote data-quote="Dausuul" data-source="post: 4555719" data-attributes="member: 58197"><p>To keep the previous customers (4E players), I build on the strengths of the existing system; flexible and extensible design, tactical versatility, rigorous mathematical balance. Examples:</p><p><em>* Address the problem of powers that auto-kill minions (such as most wall or cloud spells).</em></p><p><em>* Address the issue of the "at-will slog" which sometimes happens toward the end of a fight, probably by providing some means to recover encounter powers during combat.</em></p><p><em>* Increase "situational awareness" in power design; try to design powers such that, while each power is useful in almost any situation, each also gets bonuses in certain specific situations, particularly terrain-related (AoE fire attacks ignite flammable stuff, a push-back attack might turn into a knockdown in difficult terrain, et cetera). This encourages players to be creative in setting up those situations.</em></p><p></p><p>To get more new ones, I emphasize simplicity and ease of play, further reducing the amount of number-crunching involved and trimming out some of the more complicated systems. Examples:</p><p><em>* Remove or simplify daily magic item powers.</em></p><p><em>* Re-work the healing surge mechanic so that it's intuitively clear how it works.</em></p><p><em>* Make the one-half level bonus an inherent part of the ability score modifier; there should never be any mechanic that uses the ability mod without the one-half level bonus.</em></p><p></p><p>To bring back at least a few of those that strayed (3.X and Pathfinder players), I address some of their concerns, with the caveat that the goal is not to return to 3.X and the core of the system is not going to change. Examples:</p><p><em>* Provide a loose definition of hit points as "will to fight on," and ensure that mechanics and nomenclature are in line with this definition, which will hopefully satisfy those who dislike meta-narrative concepts. (Those who want gritty, non-heroic combat are SOL.)</em></p><p><em>* Reduce the emphasis on precise tactical movement, with the aim of returning to a pre-3E level of "grid reliance." At first glance, this would seem to conflict with the above "situational awareness," but I don't think it actually does. The goal is not to reduce interaction with terrain, but to reduce the need to know <strong>exactly which square</strong> everybody is in.</em></p><p><em>* Expand the power-related fluff text a bit, and make sure there's a halfway plausible explanation for each power doing what it does.</em></p></blockquote><p></p>
[QUOTE="Dausuul, post: 4555719, member: 58197"] To keep the previous customers (4E players), I build on the strengths of the existing system; flexible and extensible design, tactical versatility, rigorous mathematical balance. Examples: [I]* Address the problem of powers that auto-kill minions (such as most wall or cloud spells). * Address the issue of the "at-will slog" which sometimes happens toward the end of a fight, probably by providing some means to recover encounter powers during combat.[/I] [I]* Increase "situational awareness" in power design; try to design powers such that, while each power is useful in almost any situation, each also gets bonuses in certain specific situations, particularly terrain-related (AoE fire attacks ignite flammable stuff, a push-back attack might turn into a knockdown in difficult terrain, et cetera). This encourages players to be creative in setting up those situations.[/I] To get more new ones, I emphasize simplicity and ease of play, further reducing the amount of number-crunching involved and trimming out some of the more complicated systems. Examples: [I]* Remove or simplify daily magic item powers. * Re-work the healing surge mechanic so that it's intuitively clear how it works. * Make the one-half level bonus an inherent part of the ability score modifier; there should never be any mechanic that uses the ability mod without the one-half level bonus.[/I] To bring back at least a few of those that strayed (3.X and Pathfinder players), I address some of their concerns, with the caveat that the goal is not to return to 3.X and the core of the system is not going to change. Examples: [I]* Provide a loose definition of hit points as "will to fight on," and ensure that mechanics and nomenclature are in line with this definition, which will hopefully satisfy those who dislike meta-narrative concepts. (Those who want gritty, non-heroic combat are SOL.) * Reduce the emphasis on precise tactical movement, with the aim of returning to a pre-3E level of "grid reliance." At first glance, this would seem to conflict with the above "situational awareness," but I don't think it actually does. The goal is not to reduce interaction with terrain, but to reduce the need to know [B]exactly which square[/B] everybody is in. * Expand the power-related fluff text a bit, and make sure there's a halfway plausible explanation for each power doing what it does.[/I] [/QUOTE]
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