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My "Perfect D&D" Would Include...
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<blockquote data-quote="CreamCloud0" data-source="post: 8900872" data-attributes="member: 7034710"><p>thoughts on the things i voted for (and some on the ones i specifically <em>didn't</em> vote for)</p><p></p><p>i think alignment is a great concept with a bad rep from misuse and misunderstanding, as well as being a quick and easy summary of your character's values and methods it's interesting for informing how npcs both divine and mortal might react differenly to you based on your respective alignments, i think there ought to be more mechanical systems that are affected by alignment so that your character action choices have an actual influence on more things (but not penalties for changing/going against your alignment, it's descriptive not prescriptive)</p><p></p><p>this means like herbalism kit or disguse kit right? EDIT: after reading tetrasodiums response on what kits actually are i still want these</p><p></p><p>more character build choices? definitely, also ties into the fact i didn't vote for multiclassing so this is my chosen method for getting cross-class abilites</p><p></p><p>giving classes a clear purpose in how they're meant to contribute is good for building them to be effective</p><p></p><p>people deserve choices</p><p></p><p>the AEDU system was actually good you guys</p><p></p><p>martials should be allowed to be cool without requiring magic</p><p></p><p>simple, yet effective, however also, have stacking bonuses</p><p></p><p>20 levels is enough</p><p></p><p>lots of species to choose from is good, but that doesn't mean you need to be using them all at the same time</p><p></p><p>i struggle to understand how combat would work without it considering basically everything has a range/area</p><p></p><p>depth in challenges is good</p><p></p><p>assuming exploration rules are included in this too</p><p></p><p>they're good</p><p></p><p>more customisation options are always better</p><p></p><p>just my preference of the options</p><p></p><p>simple but effective</p><p></p><p>variety is the spice of life</p><p></p><p>see feats</p><p></p><p>see feats again, this time because it you get to face the same monsters with different flavour</p><p></p><p>unexpected items can be interesting</p><p></p><p>a generic floating +2, +1, is flavourless and bland, i'd rather have the mechanics support the fiction/lore, i know they're not the only contributor but i think they still matter as a contributor, you can already play any species/class combination floating modifiers doesn't 'unlock' any options for you unless you care more about optimisation over narrative</p><p></p><p>species is a sorely underwhelming contributor to building your character, it deserves to be more impactful</p><p></p><p>Things i do not want:</p><p></p><p>honestly i think multiclassing is overly complicated and too prone to being exploited by powergamers</p><p></p><p>just no, get back in line you jumped up nerd, i honestly think they should be a utility/support class with minimal offensive magics, we have enough offensive magic classes.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8900872, member: 7034710"] thoughts on the things i voted for (and some on the ones i specifically [I]didn't[/I] vote for) i think alignment is a great concept with a bad rep from misuse and misunderstanding, as well as being a quick and easy summary of your character's values and methods it's interesting for informing how npcs both divine and mortal might react differenly to you based on your respective alignments, i think there ought to be more mechanical systems that are affected by alignment so that your character action choices have an actual influence on more things (but not penalties for changing/going against your alignment, it's descriptive not prescriptive) this means like herbalism kit or disguse kit right? EDIT: after reading tetrasodiums response on what kits actually are i still want these more character build choices? definitely, also ties into the fact i didn't vote for multiclassing so this is my chosen method for getting cross-class abilites giving classes a clear purpose in how they're meant to contribute is good for building them to be effective people deserve choices the AEDU system was actually good you guys martials should be allowed to be cool without requiring magic simple, yet effective, however also, have stacking bonuses 20 levels is enough lots of species to choose from is good, but that doesn't mean you need to be using them all at the same time i struggle to understand how combat would work without it considering basically everything has a range/area depth in challenges is good assuming exploration rules are included in this too they're good more customisation options are always better just my preference of the options simple but effective variety is the spice of life see feats see feats again, this time because it you get to face the same monsters with different flavour unexpected items can be interesting a generic floating +2, +1, is flavourless and bland, i'd rather have the mechanics support the fiction/lore, i know they're not the only contributor but i think they still matter as a contributor, you can already play any species/class combination floating modifiers doesn't 'unlock' any options for you unless you care more about optimisation over narrative species is a sorely underwhelming contributor to building your character, it deserves to be more impactful Things i do not want: honestly i think multiclassing is overly complicated and too prone to being exploited by powergamers just no, get back in line you jumped up nerd, i honestly think they should be a utility/support class with minimal offensive magics, we have enough offensive magic classes. [/QUOTE]
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