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If 5e Had Evolved from 4e...
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<blockquote data-quote="Will Doyle" data-source="post: 5976386" data-attributes="member: 6682161"><p>I've been pondering on this as well recently. Personally I don't see 5E as an evolution of 4E as a system, more of a consolidation of D&D as a brand (and that's honestly not a dig - I'm onboard with that). </p><p> </p><p>For me at least, 4E brought some wonderful things to the table in terms of heroic RPG design, and I'd love to see them evolved - just not as D&D. Some things I'd like to see from a "spiritual successor" (many cribbed from these own boards): </p><ul> <li data-xf-list-type="ul">Faster combat, perhaps zone-based not grid-based, but still taking place on a battlemap and featuring forced movement (just simplified).</li> <li data-xf-list-type="ul">Powers grouped into power source, not class - with each having a good selection of powers for each <em>role</em>. Gives you less powers overall, with more sharing. More class or feat-based riders to common powers.</li> <li data-xf-list-type="ul">Customisable power selection as standard (with kits provided as suggestions). e.g. my martial character can cherry-pick a variety of striker, defender and controller powers.</li> <li data-xf-list-type="ul">I'd even be tempted to ditch class, and have players just pick "role", which gives them one of the key abilities like marking/extra damage/etc and access to certain feats. Theme/Paragon Path/Epic Destiny could cover class easily.</li> <li data-xf-list-type="ul">Flat DCs for skill checks, with no half-level added to skills. Craft skills.</li> <li data-xf-list-type="ul">No magic item bonuses, just more zany magic item powers. That said, I don't think you need *less* magic items. I've no problems with christmas trees <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> <li data-xf-list-type="ul">Minor actions used only to sustain powers. As with 5E, handwave opening doors, getting out items, etc.</li> <li data-xf-list-type="ul">Positive conditions as well as negative ones to better manage buffs.</li> </ul></blockquote><p></p>
[QUOTE="Will Doyle, post: 5976386, member: 6682161"] I've been pondering on this as well recently. Personally I don't see 5E as an evolution of 4E as a system, more of a consolidation of D&D as a brand (and that's honestly not a dig - I'm onboard with that). For me at least, 4E brought some wonderful things to the table in terms of heroic RPG design, and I'd love to see them evolved - just not as D&D. Some things I'd like to see from a "spiritual successor" (many cribbed from these own boards): [LIST] [*]Faster combat, perhaps zone-based not grid-based, but still taking place on a battlemap and featuring forced movement (just simplified). [*]Powers grouped into power source, not class - with each having a good selection of powers for each [I]role[/I]. Gives you less powers overall, with more sharing. More class or feat-based riders to common powers. [*]Customisable power selection as standard (with kits provided as suggestions). e.g. my martial character can cherry-pick a variety of striker, defender and controller powers. [*]I'd even be tempted to ditch class, and have players just pick "role", which gives them one of the key abilities like marking/extra damage/etc and access to certain feats. Theme/Paragon Path/Epic Destiny could cover class easily. [*]Flat DCs for skill checks, with no half-level added to skills. Craft skills. [*]No magic item bonuses, just more zany magic item powers. That said, I don't think you need *less* magic items. I've no problems with christmas trees :) [*]Minor actions used only to sustain powers. As with 5E, handwave opening doors, getting out items, etc. [*]Positive conditions as well as negative ones to better manage buffs. [/LIST] [/QUOTE]
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