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My Guess - How 5e Will Work
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<blockquote data-quote="ren1999" data-source="post: 5876777" data-attributes="member: 85179"><p>It just seems too complex. </p><p></p><p>I envision D&D 5 being a combination of the best of 4th Edition and Pathfinder. </p><p></p><p>Wizards need to roll versus will for spells. </p><p>But players need to roll will saves versus continued effects.</p><p></p><p>Throw out half damage. Just allow the player character to keep trying the encounter or daily power until they get a success -- then count that as a power usage.</p><p></p><p>Feats, Powers, Utilities, etc.. are ridiculous. Combine them all together as many are repetitive.</p><p></p><p>Triggered, Opportunity, Reaction, etc.. combine them all together. Allow player characters to have triggered actions too. Allow player characters to have recharge powers too.</p><p></p><p>Work on the math of many monsters as many haven't even been play tested. Most of the defenses are not even remotely based on the ability scores, yet characters have to conform to them.</p><p></p><p>Hit points should be standardized as the constitution score plus 12 every level for fighter types. +10 for rouge types. +8 for cleric types. +6 for wizard types. </p><p></p><p>Make encounter powers out of at-will powers by adding 1 target and +1[w] damage, then get creative with adding a condition.</p><p></p><p>Make daily powers out of at-will powers by adding 2 targets and +2[w] damage. Add a burst to spells and prayers. </p><p></p><p>Leave the designing of D&D 5 to people who actually play or play test the game. </p><p></p><p>Ask more about DM's house rules for clues on how DnD5 should progress.</p><p></p><p>DM's need more guidance. </p><p>If an encounter drags on in a play test, take note of how many rounds an encounter lasts. If it lasts over 5 rounds, then that means more laborious rolling and less role-playing. Keep reducing the hit points of all monsters until the party can resolve combat within 5 rounds. </p><p></p><p>At the same time, ensure that no monster can kill a player in under 5 rounds. You'll lose your players if you keep killing off their characters. </p><p></p><p>A good rule of thumb is don't allow monsters to have AC and defenses over 3 points of the players. Don't let monsters have under 3 points so that they'll be sufficiently challenged.</p><p></p><p>Make sure that the total level of all the monsters does not exceed the total level of the party. </p><p></p><p>Actually play test the offense abilities of the monsters. You'll find that many do too much damage, or cause overwhelming conditions. Adjust that. The attack bonuses are a little too high and really don't reflect the ability scores of the monsters. Reduce the power to just one condition. Some monster at-wills should be encounter or daily powers. </p><p></p><p>My Dungeons & Dragons Crude Javascript Hybrid Game: A 3rd Level Party Versus The Yellow Creeper <a href="http://kira3696.tripod.com/CombatTracker.rar" target="_blank">kira3696.tripod.com/CombatTracker.rar</a></p></blockquote><p></p>
[QUOTE="ren1999, post: 5876777, member: 85179"] It just seems too complex. I envision D&D 5 being a combination of the best of 4th Edition and Pathfinder. Wizards need to roll versus will for spells. But players need to roll will saves versus continued effects. Throw out half damage. Just allow the player character to keep trying the encounter or daily power until they get a success -- then count that as a power usage. Feats, Powers, Utilities, etc.. are ridiculous. Combine them all together as many are repetitive. Triggered, Opportunity, Reaction, etc.. combine them all together. Allow player characters to have triggered actions too. Allow player characters to have recharge powers too. Work on the math of many monsters as many haven't even been play tested. Most of the defenses are not even remotely based on the ability scores, yet characters have to conform to them. Hit points should be standardized as the constitution score plus 12 every level for fighter types. +10 for rouge types. +8 for cleric types. +6 for wizard types. Make encounter powers out of at-will powers by adding 1 target and +1[w] damage, then get creative with adding a condition. Make daily powers out of at-will powers by adding 2 targets and +2[w] damage. Add a burst to spells and prayers. Leave the designing of D&D 5 to people who actually play or play test the game. Ask more about DM's house rules for clues on how DnD5 should progress. DM's need more guidance. If an encounter drags on in a play test, take note of how many rounds an encounter lasts. If it lasts over 5 rounds, then that means more laborious rolling and less role-playing. Keep reducing the hit points of all monsters until the party can resolve combat within 5 rounds. At the same time, ensure that no monster can kill a player in under 5 rounds. You'll lose your players if you keep killing off their characters. A good rule of thumb is don't allow monsters to have AC and defenses over 3 points of the players. Don't let monsters have under 3 points so that they'll be sufficiently challenged. Make sure that the total level of all the monsters does not exceed the total level of the party. Actually play test the offense abilities of the monsters. You'll find that many do too much damage, or cause overwhelming conditions. Adjust that. The attack bonuses are a little too high and really don't reflect the ability scores of the monsters. Reduce the power to just one condition. Some monster at-wills should be encounter or daily powers. My Dungeons & Dragons Crude Javascript Hybrid Game: A 3rd Level Party Versus The Yellow Creeper [URL="http://kira3696.tripod.com/CombatTracker.rar"]kira3696.tripod.com/CombatTracker.rar[/URL] [/QUOTE]
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