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<blockquote data-quote="Reflected_Shadows" data-source="post: 6848436" data-attributes="member: 6828291"><p>Thank you all for your great advice. I went to the library and picked up a 5e DMG and am gleaning through the basic rules and SRD while waiting on the PHB. </p><p></p><p>My last world, I homebrewed a 3.5-esque ruleset. For this one, I want to look at a hybrid option of 3.5-esque and 5e. I am not interested in "combining the systems" - I am looking at starting with the base of 5e, and asking where my next world needs 3.5-esque elements (I will be keeping my homebrew crafting system and associated skills, for example). I am impressed - the 5e DMG does everything I wanted to. I already knew 80% of the material and advice in the first two sections. My girlfriend pointed out when I was looking at 3.5 and 4e DMG's, I was shaking my fist like "NO! NO! NO! YOU HAVE IT ALL WRONG!!!" so that is a big improvement that I agree with the content I already knew (mostly about advice, worldbuilding, running a smooth game, understanding your players, creating diverse scenes and encounters, etc). I wished the older DMG's had it so that I could have learned it when I first picked up 2E in the mid 1990's instead of waiting until I went to college, but I digress.</p><p></p><p>I am pleased with the 5e handling of DM's because I feel like it gives me full freedom to combine narrative, sandbox and simulationist gameplay styles by weaving different elements into the foreground and background as needed. I am also pleased with the thought put into making good, modern charts rather than just reprinting the old, bad ones again. There is also a great improvement on character efficacy in my opinion, because the rules don't pretty much encourage dickering around with semantics to "word yourself into a bonus". I also like the one move/one action per turn (with one bonus action only) model. I felt like the old model allowed a lot of bad manipulations. The main player concerns are the feeling of "wanting to choose how I improve when I level up", so I will probably just give every class 6 skills + intelligence modifier with 24 ranks + intelligence to place at first level. I want to maintain the continuity, if you will, of proficiency. Also, I agree with "Why should EVERY barbarian be unskilled?" - it just seems stereotypical.</p><p></p><p>I am now in the process of designing classes and character sheets, level up charts, and all of that. Thinking and musing about keeping things simple, yet open.</p></blockquote><p></p>
[QUOTE="Reflected_Shadows, post: 6848436, member: 6828291"] Thank you all for your great advice. I went to the library and picked up a 5e DMG and am gleaning through the basic rules and SRD while waiting on the PHB. My last world, I homebrewed a 3.5-esque ruleset. For this one, I want to look at a hybrid option of 3.5-esque and 5e. I am not interested in "combining the systems" - I am looking at starting with the base of 5e, and asking where my next world needs 3.5-esque elements (I will be keeping my homebrew crafting system and associated skills, for example). I am impressed - the 5e DMG does everything I wanted to. I already knew 80% of the material and advice in the first two sections. My girlfriend pointed out when I was looking at 3.5 and 4e DMG's, I was shaking my fist like "NO! NO! NO! YOU HAVE IT ALL WRONG!!!" so that is a big improvement that I agree with the content I already knew (mostly about advice, worldbuilding, running a smooth game, understanding your players, creating diverse scenes and encounters, etc). I wished the older DMG's had it so that I could have learned it when I first picked up 2E in the mid 1990's instead of waiting until I went to college, but I digress. I am pleased with the 5e handling of DM's because I feel like it gives me full freedom to combine narrative, sandbox and simulationist gameplay styles by weaving different elements into the foreground and background as needed. I am also pleased with the thought put into making good, modern charts rather than just reprinting the old, bad ones again. There is also a great improvement on character efficacy in my opinion, because the rules don't pretty much encourage dickering around with semantics to "word yourself into a bonus". I also like the one move/one action per turn (with one bonus action only) model. I felt like the old model allowed a lot of bad manipulations. The main player concerns are the feeling of "wanting to choose how I improve when I level up", so I will probably just give every class 6 skills + intelligence modifier with 24 ranks + intelligence to place at first level. I want to maintain the continuity, if you will, of proficiency. Also, I agree with "Why should EVERY barbarian be unskilled?" - it just seems stereotypical. I am now in the process of designing classes and character sheets, level up charts, and all of that. Thinking and musing about keeping things simple, yet open. [/QUOTE]
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