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"'Kill it before it grows'...he said 'Kill it before it grows'..."
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<blockquote data-quote="Argyle King" data-source="post: 5780837" data-attributes="member: 58416"><p>I know this is going to get flamed, but - Gnomes.</p><p></p><p>In many settings (including one of my homebrews) and many games, I find gnomes flavorful and interesting. However, I find that I have a disconnect between my visual of a gnome and how they're usually portrayed in D&D. </p><p></p><p>In 3rd edition (which I learned first) they came across to me as some kind of city halfling, but that didn't really make any sense because all of their special abilities were geared toward living in the wild. They had all of the abilities I would expect from a Gnome (sorry, I grew up watching David The Gnome as a cartoon, so my brain was spoiled by that,) but also seemed to simultaneously be mashed together with Dragonlance Tinker Gnomes and Santa Claus' elves. </p><p></p><p>I felt that the 4th Edition version was more in line with what I expected. I like the fluff presentation of 4E gnomes, but something about their mechanical implementation rubbed me the wrong way. Though, in their defense, it may have been a symptom of how 4E as a whole was put together. </p><p></p><p>I'd be willing to change my point of view on this, but I'd prefer that a different little folk race be pushed forward and just have D&D either ditch gnomes or present them as a different culture of halfling. </p><p>------------------------------------------</p><p></p><p>Unfortunately for Changelings, I wouldn't be willing to change my point of view on them. I dislike Changelings as a race. Though, again, this mainly grew from a dislike of how they were problematic in play during a few 4th Edition campaigns. </p><p>------------------------------------------</p><p></p><p>Rules-wise? </p><p></p><p>The combat grid. I want to get rid of the grid as the assumed default. Still keep the same scale, but have the default assumption being to measure out movement in a manner similar to tabletop war games. I'd like to have more freedom as a GM to build my vision of the world the way I want it to be without needing to pound it into square (or hex) shapes. </p><p></p><p></p><p></p><p>Unnecessary Number inflation... There has to be a better way of indicating higher levels than simply padding the numbers of the system. I'd like to give a more coherent meaning to ability scores; that's tough to do when it's normal to have people walking around with ancient dragon-like ability scores. I also don't find it interesting to keep trading out +X magic items. I'd prefer items to do things that are cool such as a sword which can shoot a fireball once per day or a pair of boots which allow me to walk on water. Instead of number inflation, allow higher levels to expand the width of the game. Give me more options and give me ways to evolve the abilities I start with into better combat techniques rather than plunking more numbers onto my sheet. Take the ideals behind the E6 variant of 3rd Edition and find a way to make a whole edition around those ideals.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5780837, member: 58416"] I know this is going to get flamed, but - Gnomes. In many settings (including one of my homebrews) and many games, I find gnomes flavorful and interesting. However, I find that I have a disconnect between my visual of a gnome and how they're usually portrayed in D&D. In 3rd edition (which I learned first) they came across to me as some kind of city halfling, but that didn't really make any sense because all of their special abilities were geared toward living in the wild. They had all of the abilities I would expect from a Gnome (sorry, I grew up watching David The Gnome as a cartoon, so my brain was spoiled by that,) but also seemed to simultaneously be mashed together with Dragonlance Tinker Gnomes and Santa Claus' elves. I felt that the 4th Edition version was more in line with what I expected. I like the fluff presentation of 4E gnomes, but something about their mechanical implementation rubbed me the wrong way. Though, in their defense, it may have been a symptom of how 4E as a whole was put together. I'd be willing to change my point of view on this, but I'd prefer that a different little folk race be pushed forward and just have D&D either ditch gnomes or present them as a different culture of halfling. ------------------------------------------ Unfortunately for Changelings, I wouldn't be willing to change my point of view on them. I dislike Changelings as a race. Though, again, this mainly grew from a dislike of how they were problematic in play during a few 4th Edition campaigns. ------------------------------------------ Rules-wise? The combat grid. I want to get rid of the grid as the assumed default. Still keep the same scale, but have the default assumption being to measure out movement in a manner similar to tabletop war games. I'd like to have more freedom as a GM to build my vision of the world the way I want it to be without needing to pound it into square (or hex) shapes. Unnecessary Number inflation... There has to be a better way of indicating higher levels than simply padding the numbers of the system. I'd like to give a more coherent meaning to ability scores; that's tough to do when it's normal to have people walking around with ancient dragon-like ability scores. I also don't find it interesting to keep trading out +X magic items. I'd prefer items to do things that are cool such as a sword which can shoot a fireball once per day or a pair of boots which allow me to walk on water. Instead of number inflation, allow higher levels to expand the width of the game. Give me more options and give me ways to evolve the abilities I start with into better combat techniques rather than plunking more numbers onto my sheet. Take the ideals behind the E6 variant of 3rd Edition and find a way to make a whole edition around those ideals. [/QUOTE]
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