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<blockquote data-quote="Charlaquin" data-source="post: 8507995" data-attributes="member: 6779196"><p>My frankenedition would be built on 4e, particularly post-PHB3, as a base. AEDU but with different progression structures for different classes <em>a la</em> Essentials. Role and Power Source. 4e’s monster design. Non-AC defenses. Nentir Vale as default setting. </p><p></p><p>From 5e I would bring in bounded accuracy, advantage/disadvantage, and the fundamental pattern of play. Probably the PHB race and class lists, though with the addition of the warlord from 4e.</p><p></p><p>From 3.X I would take clear wealth by level and magic item pricing guidelines (with the caveat that the DM is not obligated to follow those guidelines; bounded accuracy insures magic items are not <em>needed</em> for progression, but I’d still like actual usable rules for the buying and selling of magic items for when I want to offer the option). The unified d20 + modifiers, roll over target number to succeed mechanic. “Dungeon punk” aesthetic.</p><p></p><p>I haven’t played any of the editions before 3e, but I’ll borrow some of the things other people have said. Troupe based play as the default with a heavy focus on dungeon and wilderness adventuring from Original. Domain management as a focus of "endgame" play from Basic. XP for Gold from AD&D. Maybe kits from 2e? Again, I don’t know much about pre-WotC D&D, so I’m kinda just taking shots in the dark here.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8507995, member: 6779196"] My frankenedition would be built on 4e, particularly post-PHB3, as a base. AEDU but with different progression structures for different classes [I]a la[/I] Essentials. Role and Power Source. 4e’s monster design. Non-AC defenses. Nentir Vale as default setting. From 5e I would bring in bounded accuracy, advantage/disadvantage, and the fundamental pattern of play. Probably the PHB race and class lists, though with the addition of the warlord from 4e. From 3.X I would take clear wealth by level and magic item pricing guidelines (with the caveat that the DM is not obligated to follow those guidelines; bounded accuracy insures magic items are not [I]needed[/I] for progression, but I’d still like actual usable rules for the buying and selling of magic items for when I want to offer the option). The unified d20 + modifiers, roll over target number to succeed mechanic. “Dungeon punk” aesthetic. I haven’t played any of the editions before 3e, but I’ll borrow some of the things other people have said. Troupe based play as the default with a heavy focus on dungeon and wilderness adventuring from Original. Domain management as a focus of "endgame" play from Basic. XP for Gold from AD&D. Maybe kits from 2e? Again, I don’t know much about pre-WotC D&D, so I’m kinda just taking shots in the dark here. [/QUOTE]
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