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D&D Older Editions, OSR, & D&D Variants
If 5e Had Evolved from 4e...
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<blockquote data-quote="Someone" data-source="post: 5971093" data-attributes="member: 5656"><p>-Fix the math. Fix the magic item treadmill along this.</p><p>-Fix feat bloat. Somehow. For starters, never, ever, include a feat that just gives static bonuses to whatever, specially to combat stats, since they quickly become mandatory.</p><p>-Consolidate all the “damage+condition” powers into a master list that can be chosen depending to class/role and free hundreds of pages on class power lists. Use that space to give each class specific and unique mechanics that help differentiate each one.</p><p>-Fix combat length by fixing damage/hit points ratio and limiting number of extra attacks</p><p>-Design your rulebooks so they don't read like an engineering manual. Discuss <strong>in length</strong> how to provide fluff for the crunch.</p><p>-Expand the skill challenge concept (at its core, “decide beforehand the winning conditions for a non-combat encounter”) with advice of how to design them for specific situations and how to make them more involving than a long string of die rolls.</p><p>-Go ahead and have the guts to divorce rewards from number of monsters killed. Have by default a set of experience rewards for objectives or quests, partially based on monster XP but that doesn't require their slaughter. </p><p>-Now that you have faster combat and players that are not encouraged to butcher everything in their way, discuss how to design adventures of all kinds, from the string of carefully set encounters joined by a string of plot, to sandbox political intrigue with little combat.</p><p>-Provide in the DMG some tools, clearly labeled as purely optional and not very appropriate to dungeon crawls, to flesh characters beyond aligment, like numerical personality traits ala Pendragon, Ars Magica or Burning Wheel, something D&D has not done ever.</p><p>-Instead of yet another default setting, which is unnecesary given that 4e mechanics don't rely on specific gods or concepts like the ethereal plane and such, dedicate some pages to world building and use existing settings as examples.</p></blockquote><p></p>
[QUOTE="Someone, post: 5971093, member: 5656"] -Fix the math. Fix the magic item treadmill along this. -Fix feat bloat. Somehow. For starters, never, ever, include a feat that just gives static bonuses to whatever, specially to combat stats, since they quickly become mandatory. -Consolidate all the “damage+condition” powers into a master list that can be chosen depending to class/role and free hundreds of pages on class power lists. Use that space to give each class specific and unique mechanics that help differentiate each one. -Fix combat length by fixing damage/hit points ratio and limiting number of extra attacks -Design your rulebooks so they don't read like an engineering manual. Discuss [b]in length[/b] how to provide fluff for the crunch. -Expand the skill challenge concept (at its core, “decide beforehand the winning conditions for a non-combat encounter”) with advice of how to design them for specific situations and how to make them more involving than a long string of die rolls. -Go ahead and have the guts to divorce rewards from number of monsters killed. Have by default a set of experience rewards for objectives or quests, partially based on monster XP but that doesn't require their slaughter. -Now that you have faster combat and players that are not encouraged to butcher everything in their way, discuss how to design adventures of all kinds, from the string of carefully set encounters joined by a string of plot, to sandbox political intrigue with little combat. -Provide in the DMG some tools, clearly labeled as purely optional and not very appropriate to dungeon crawls, to flesh characters beyond aligment, like numerical personality traits ala Pendragon, Ars Magica or Burning Wheel, something D&D has not done ever. -Instead of yet another default setting, which is unnecesary given that 4e mechanics don't rely on specific gods or concepts like the ethereal plane and such, dedicate some pages to world building and use existing settings as examples. [/QUOTE]
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