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Innovations I'd like to keep in 5E
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<blockquote data-quote="jbear" data-source="post: 5888349" data-attributes="member: 75065"><p>[MENTION=6674889]Gorgoroth[/MENTION] You should spoiler block that picture. It's busting the page size I think. </p><p></p><p>Reading this thread mad me go "Oh dear" inside my head.</p><p></p><p>I'm pretty certain now that whatever they come up with there are going to be a lot of unhappy people. </p><p></p><p>A lot of people entrenched in their preferences in positions which are mutually irreconcilable. </p><p></p><p>Innovations I want kept:</p><p>Swarms: Very cool, very dangerous. Fighting one rat is lame.</p><p>Another vote for minions. So cool being able to have 40 dudes in a place go mental on 5 PCs and the PCs can carve through them cinematically. Sweet.</p><p>Monster stats that are easy to use in combat for the DM, this means building my own monsters should be equally as easy and fast. (I'm fine if the fluff is more substantial but I don't want throwing a combat together to more complicated that what I now enjoy)</p><p>Mechanics I can learn quickly and memorise so I can then (as a DM) run the game off the top of my head with no need to ever reference a book during a play session again.</p><p>Player input into the narrative. I'm fine with DMs running the show, but I also love that players can play an important part and have an important voice in the game.</p><p>Wizards not needing to resort to a crossbow during combat but also that don't bust the game at high levels</p><p>Clerics that are not forced to only heal in combat but that do not become living gods with hundreds of buffs spells piled upon themselves</p><p>Fighters that are not forced to only swing a sword in combat</p><p>Tactical combat where interesting terrain is an integral part, but without going to the extreme that 1 hour for a combat is a given. (Some super important combats could last this long if the DM so chooses)</p><p>Themes as a third column of character creation, allowing players to deeply customise PCs </p><p>Multiclassing 3.5 style; hopefully this would be done so that broken combinations weren't a concern but also in a way that neither did it cause you to nerf your character.</p><p>Campaign worlds where it wasn't 'kitchen sink' type rules. Each world would have not only distinctive fluff but distinct mechanics. I'd like to see many of the AD&D campaign worlds brought back to life.</p><p>I also prefer that magic items be awesome and cool, or just quirky. But not a given part of character progression or a needed to make the math work. I don't think their needs to be an arbitrary uniformity of body slot eg. capes and amulets boost NADS. I prefer that magic items have little to do with the math and a lot to do with the awesome basically.</p><p>I like the option of save or die but it should be handled in a way that DMs are able to turn that dial up, down or off at their leisure.</p><p></p><p>I can probably think of more features/innovations I think should stay in the game but my laptop is running out of battery. </p><p></p><p>So I conclude.</p></blockquote><p></p>
[QUOTE="jbear, post: 5888349, member: 75065"] [MENTION=6674889]Gorgoroth[/MENTION] You should spoiler block that picture. It's busting the page size I think. Reading this thread mad me go "Oh dear" inside my head. I'm pretty certain now that whatever they come up with there are going to be a lot of unhappy people. A lot of people entrenched in their preferences in positions which are mutually irreconcilable. Innovations I want kept: Swarms: Very cool, very dangerous. Fighting one rat is lame. Another vote for minions. So cool being able to have 40 dudes in a place go mental on 5 PCs and the PCs can carve through them cinematically. Sweet. Monster stats that are easy to use in combat for the DM, this means building my own monsters should be equally as easy and fast. (I'm fine if the fluff is more substantial but I don't want throwing a combat together to more complicated that what I now enjoy) Mechanics I can learn quickly and memorise so I can then (as a DM) run the game off the top of my head with no need to ever reference a book during a play session again. Player input into the narrative. I'm fine with DMs running the show, but I also love that players can play an important part and have an important voice in the game. Wizards not needing to resort to a crossbow during combat but also that don't bust the game at high levels Clerics that are not forced to only heal in combat but that do not become living gods with hundreds of buffs spells piled upon themselves Fighters that are not forced to only swing a sword in combat Tactical combat where interesting terrain is an integral part, but without going to the extreme that 1 hour for a combat is a given. (Some super important combats could last this long if the DM so chooses) Themes as a third column of character creation, allowing players to deeply customise PCs Multiclassing 3.5 style; hopefully this would be done so that broken combinations weren't a concern but also in a way that neither did it cause you to nerf your character. Campaign worlds where it wasn't 'kitchen sink' type rules. Each world would have not only distinctive fluff but distinct mechanics. I'd like to see many of the AD&D campaign worlds brought back to life. I also prefer that magic items be awesome and cool, or just quirky. But not a given part of character progression or a needed to make the math work. I don't think their needs to be an arbitrary uniformity of body slot eg. capes and amulets boost NADS. I prefer that magic items have little to do with the math and a lot to do with the awesome basically. I like the option of save or die but it should be handled in a way that DMs are able to turn that dial up, down or off at their leisure. I can probably think of more features/innovations I think should stay in the game but my laptop is running out of battery. So I conclude. [/QUOTE]
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