4d6 keep best, in order, is my preference; but I'm okay with any dice-based method of character generation. I will never allow point buy stat gen in my campaign. Never, never, never.
I'm with ya on the point buy. D&D it is not. Plenty of other systems do it. D&D does not. That's why I advocate (what I said above) a set of 4 possible "Ability Generation" methods. Let the DM decide/return more "control" to the DM for the type of game he/she wants to run.
I am not usually as strict anymore with "in order"...wanting my players to be able to choose their classes, not forced to play something they didn't want because their Strength ended up being 17, with everything else lower than 15, and they wanted a wizard. Maybe I'm gettin' "soft" in my advancing age...but I do sometimes miss the "in order" randomness of play.
I do like skill challenges as a framework, but the system needs a major overhaul with better examples and an explicit acknowledgement that the pcs, not the dm, chooses the skills involved; the dm adjudicates how (and if!) they work in the challenge.
That said, I favor a simpler skill system with all skill checks based on ability scores and a secondary skill that gives you a bonus to checks within that skill's purview. Also, I prefer pc-defined secondary skills vs. a list (I have no problem with a pc choosing "rat catcher," "butler", "diplomat", "sage", "farmer", "painter", etc.)
Also good. I'll endorse this (cuz I know how much everyone really needs my approval
![Stick out tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
lol). A Skill based on Ability check with bonus system sounds like it would work out fine for me.
Fewer races without option overload.
yup and yup.
I'm okay with alternative races in other books, as long as it's absolutely clear that the dm is under no obligation to shoehorn them into his game.
Absolutely. Power to the DMs! The more "options" (I'm seeing the term "modularity" thrown around a LOT in these 5e threads) the better.
I favor a very limited list of base classes, with advancement options via prestige class in a very mix & match way. So your base class might be "fighter" and there might be an "axeman" that gives you certain abilities that you cannot otherwise gain.
Not sure, entirely, about this. I would like to get away from/harken back to the "PC having A, single, class." That class should customizable, absolutely. But the days of a character sheet reading four or five different levels in four or five different things, I'd really like to see gone...and I think is potentially more confusing than necessary for beginning/new players and DMs.
"Prestige Classes", sure...I like them and have them in my game. They add some powers, a cool "fluffly" title in the setting world. But ultimately, my "Radiant Servant of Sunny Guy" is still a 7th level Cleric on his/her character sheet, not/as opposed to: "Cleric 5/Radiant Sunny Guy 2" who might someday become "Cleric 5/Radiant Sunny Guy 4/Tanned Beyond Belief 1."
I think 3e got alignments about right, with supernatural creatures resistant to damage unless it was from an opposing alignment, etc.
Makes sense to me. I think, on the "dial" tip of this thread, alignments are best presented a) as optional rules and b)as two or three different usable systems: 9-point, 5-point (like 4e did) and even, maybe, a 3-point (Good/Neutral/Evil or Lawful/Neutral/Chaotic of Basic).
Powers et al are great as an add-on option, but for the base game, I think we need to kill the beast that is option overload and perform a ritual so that it cannot ever return.
Agreed.
3e did a fairly good job with combat stunts like trip, disarm, etc, but they need to be better written with an eye to making sure that no one tactic/feat combo becomes TEH BESTEST (Improved Trip in 3.5, I'm lookin' at you!).
Gonna defer to your surperior knowledge in this area. Sounds good to me though.
Let's go back to the days when if you were almost dead, you weren't perfectly fine the next day, shall we?
AMEN! Can I get a "HalleLUIA!"
The "Fully Recovered after Five Hours!!" thing is great for promoting a certain type of playstyle but utterly eviscerates any hope of a campaign where lingering wounds are a concern.
Yup and yup.
This goes along with 4e's attitude towards resource management in general- "pretty much shine it" - which I also think needs its throat slit.
Don't forget...we need to take its stuff too.
4e got monster creation right, though I miss the complex toolkit of 3e's monster creation medleys. (4 templates, 3 classes, one prestige class and some feat switches, six hours later I have a monster for my high level game!) I'd like to see an alternative toolkit for dms to use, but the standard should be based on the 4e system.
On your own, here. I'm all for a 1e Monster Manual type thing...with simple guideline "options" for customization.
That said, I'm totally in favor of 'classed' npcs working like pcs.
Absolutely, yes.
Default treasure set by DM--> that can sometimes be made or bought
------------------> Formally influenced by PCs
------------------> Cursed
------------------> Intelligent
------------------> Artifact
------------------> Trade goods and non-standard treasure
------------------> Alternate rewards (titles, etc)
------------------> Ray guns and flying cars[/QUOTE=TerraDave;5786145]
Treasure should be meaningful, not assumed, especially magic items. I am okay with pcs having a way to make a few items with meaningful effort- if you want to make a cloak of displacement, you need to go get the displacer beast's hide that you're going to use.
I am totally cool with non-standard, intelligent, cursed, alternative rewards; I am even okay with (limited) sci-fi elements (they are certainly in my campaign!).
I like all of these as add-ons; the base game should retain an elegant simplicity.
Minimal default setting. ESPECIALLY if it's the goddamned Forgotten Realms. In fact, putting the FR into the 'core' books is one of the best ways to get me to not buy 5e (by whatever name).
The 3e MotP did a great job with the planes and cosmology, giving rich levels of detail while still showing alternatives to the "official" arrangement.
There is NO REASON I should have to buy a bunch of FR or DL monsters to get the generic stuff like perytons and death knights. NONE.
I think we are in complete agreement on all of this stuff (though my own homebrew setting does not include sci-fi elements. I also have really no experience adventuring/playing in the FR. So I'll take your word for it.
But as I said above, Power to the DM!
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
. The more "options"/guidelines the better. {EDIT} while avoiding "option overload", of course.[/EDIT]
--SD