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Innovations I'd like to keep in 5E
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<blockquote data-quote="seregil" data-source="post: 5877513" data-attributes="member: 38425"><p>Strangely enough, I don't think anyone has done this (or, more likely, I didn't see it). </p><p></p><p>As I'm reading all these threads and all the talk about the old editions, I get nostalgic. Heck, I'd kinda like to whip out the Rules Cyclopedia and the Gazetteers and try my hand at BECMI.</p><p></p><p>However, when I get the rulebooks out and start going through them, nostalgia give place to remembering some of the clunkiness of those editions.</p><p></p><p>So here is a list of stuff I would like to KEEP in any future version of the game:</p><ul> <li data-xf-list-type="ul">Same XP table for all classes (minor point but simplifies a lot)</li> <li data-xf-list-type="ul">No THAC0: linear calculations</li> <li data-xf-list-type="ul">Uniform mechanics. Related to previous point but applies to everything or close. Higher is better.</li> <li data-xf-list-type="ul">Precise and standardized terminology. MTG's gifts to DND. Precise words with specific definitions.</li> <li data-xf-list-type="ul">No racial level or class limitations</li> <li data-xf-list-type="ul">Class and race treated seperatly</li> <li data-xf-list-type="ul">Standard bonuses for Attributes. BECMI had this, AD&D did not completely. I like that 14 is always +2 etc.</li> <li data-xf-list-type="ul">Saving throws that make sense (For, Will, Ref) instead of RSW/DM/PTTS/BA</li> <li data-xf-list-type="ul">Effective Rogues ( I was really sad as a thief in BECMI, level 12 before 50% chance of hide in shadows...what do I DO for 12 levels?!?)</li> <li data-xf-list-type="ul">Well balanced classes. 4E's only real advantage, IMO</li> </ul><p></p><p>This is just off the top of my head. What are yours?</p><p></p><p><span style="color: Red">ADDING:</span></p><ul> <li data-xf-list-type="ul">Balanced classes</li> <li data-xf-list-type="ul">Different, non-homogenized classes that act, feel and work differently</li> <li data-xf-list-type="ul">Rituals</li> <li data-xf-list-type="ul">Minions</li> </ul></blockquote><p></p>
[QUOTE="seregil, post: 5877513, member: 38425"] Strangely enough, I don't think anyone has done this (or, more likely, I didn't see it). As I'm reading all these threads and all the talk about the old editions, I get nostalgic. Heck, I'd kinda like to whip out the Rules Cyclopedia and the Gazetteers and try my hand at BECMI. However, when I get the rulebooks out and start going through them, nostalgia give place to remembering some of the clunkiness of those editions. So here is a list of stuff I would like to KEEP in any future version of the game: [LIST] [*]Same XP table for all classes (minor point but simplifies a lot) [*]No THAC0: linear calculations [*]Uniform mechanics. Related to previous point but applies to everything or close. Higher is better. [*]Precise and standardized terminology. MTG's gifts to DND. Precise words with specific definitions. [*]No racial level or class limitations [*]Class and race treated seperatly [*]Standard bonuses for Attributes. BECMI had this, AD&D did not completely. I like that 14 is always +2 etc. [*]Saving throws that make sense (For, Will, Ref) instead of RSW/DM/PTTS/BA [*]Effective Rogues ( I was really sad as a thief in BECMI, level 12 before 50% chance of hide in shadows...what do I DO for 12 levels?!?) [*]Well balanced classes. 4E's only real advantage, IMO [/LIST] This is just off the top of my head. What are yours? [COLOR=Red]ADDING:[/COLOR] [LIST] [*]Balanced classes [*]Different, non-homogenized classes that act, feel and work differently [*]Rituals [*]Minions [/LIST] [/QUOTE]
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