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hypathetical 5e from YOU...Forked Thread: Academic Studies Recent Edition Wars
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<blockquote data-quote="Oni" data-source="post: 4845894" data-attributes="member: 380"><p>If I were to rebuild it right now, assuming I'm building it to what I'd like to see rather than trying maintain the brand or hold onto certain market segments or other overly practical goals, it would probably be pretty divergent from past iterations on a mechanical level. </p><p></p><p>First of all I think I would take a more point by approach. Classes and races as we know them would be templates (hopefully awesome point buy like M&M, and not lame point buy like BESMd20). Special maneuvers for fighting types and spells for casting types would have guidelines for building your own from the myriad of powers presented. </p><p></p><p>I'd try to keep the myriad of different dice and HP because to me they're an important part of the feel of D&D. </p><p></p><p>I'd move away from the tactical, miniatures based approach toward a more descriptive combat system, hearkening back to older editions. </p><p></p><p>I'd tamp down the powercurve a touch between more powerful and less powerful characters. </p><p></p><p>I'd leave the reliance on magical equipment to balance the game to the wayside. They shouldn't be a must have, but a to taste type thing. </p><p></p><p></p><p></p><p>Frankly the more I think about it, M&M is almost the D&D I want already. I really like the idea that you can describe just about any character and then build them to fit your vision. I guess it's not really D&D anymore, but I think a lot of flavor is in the trappings. D&D is not really much good at being anything other than what it is, i.e. it's hard to take it from the tropes the rules enforce, it's sort of like it's own genre.</p></blockquote><p></p>
[QUOTE="Oni, post: 4845894, member: 380"] If I were to rebuild it right now, assuming I'm building it to what I'd like to see rather than trying maintain the brand or hold onto certain market segments or other overly practical goals, it would probably be pretty divergent from past iterations on a mechanical level. First of all I think I would take a more point by approach. Classes and races as we know them would be templates (hopefully awesome point buy like M&M, and not lame point buy like BESMd20). Special maneuvers for fighting types and spells for casting types would have guidelines for building your own from the myriad of powers presented. I'd try to keep the myriad of different dice and HP because to me they're an important part of the feel of D&D. I'd move away from the tactical, miniatures based approach toward a more descriptive combat system, hearkening back to older editions. I'd tamp down the powercurve a touch between more powerful and less powerful characters. I'd leave the reliance on magical equipment to balance the game to the wayside. They shouldn't be a must have, but a to taste type thing. Frankly the more I think about it, M&M is almost the D&D I want already. I really like the idea that you can describe just about any character and then build them to fit your vision. I guess it's not really D&D anymore, but I think a lot of flavor is in the trappings. D&D is not really much good at being anything other than what it is, i.e. it's hard to take it from the tropes the rules enforce, it's sort of like it's own genre. [/QUOTE]
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