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<blockquote data-quote="CapnZapp" data-source="post: 9059836" data-attributes="member: 12731"><p>What works in 5E is the core balance between casters and warriors. It is, in my mind, completely superior overall to any other edition of D&D or Pathfinder, but there is ample room for improvement. What I would have liked is a new edition filling the biggest gaps in 5E.</p><p></p><ul> <li data-xf-list-type="ul">The game doesn't offer nearly enough customization for veteran gamers. By far the most pressing issue is: once you've decided your class and sub-class, that's basically it except for spell selection. 17 levels is much too many without a new major life path choice.</li> <li data-xf-list-type="ul">The game has completely abandoned the value of gold</li> <li data-xf-list-type="ul">WotC doesn't seem to have the self-confidence to revitalize the high levels</li> </ul><p></p><p>A 6th Edition where you start by</p><p>...compressing most (if not all) level 12-19 non-spell abilities; giving them out over perhaps levels 9-12, and then inventing new actually powerful stuff to hand out at actual high levels. Either that, or admit defeat by making the PHB cover only levels 1-12. This does have one benefit: any subsequent book (to cover high-level play) would be judged on its ability to <em>actually make high levels work</em>. By bundling together high levels with the base levels, as WotC has done forever, they can hide mediocre high level rules in plain sight</p><p>...adding <em>at least</em> a second tier to subclassing, so at level 10 or 12 or so you can branch out in a new direction, including ones suitable for more epic high level play... These should ideally be completely independent of your earlier choice of subclass and class!</p><p>...re-issuing a new edition of <a href="https://en.wikipedia.org/wiki/Magic_Item_Compendium" target="_blank">Magic Item Compendium</a> would go a loong way of making D&D useful for me without loads of homework</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9059836, member: 12731"] What works in 5E is the core balance between casters and warriors. It is, in my mind, completely superior overall to any other edition of D&D or Pathfinder, but there is ample room for improvement. What I would have liked is a new edition filling the biggest gaps in 5E. [LIST] [*]The game doesn't offer nearly enough customization for veteran gamers. By far the most pressing issue is: once you've decided your class and sub-class, that's basically it except for spell selection. 17 levels is much too many without a new major life path choice. [*]The game has completely abandoned the value of gold [*]WotC doesn't seem to have the self-confidence to revitalize the high levels [/LIST] A 6th Edition where you start by ...compressing most (if not all) level 12-19 non-spell abilities; giving them out over perhaps levels 9-12, and then inventing new actually powerful stuff to hand out at actual high levels. Either that, or admit defeat by making the PHB cover only levels 1-12. This does have one benefit: any subsequent book (to cover high-level play) would be judged on its ability to [I]actually make high levels work[/I]. By bundling together high levels with the base levels, as WotC has done forever, they can hide mediocre high level rules in plain sight ...adding [I]at least[/I] a second tier to subclassing, so at level 10 or 12 or so you can branch out in a new direction, including ones suitable for more epic high level play... These should ideally be completely independent of your earlier choice of subclass and class! ...re-issuing a new edition of [URL='https://en.wikipedia.org/wiki/Magic_Item_Compendium']Magic Item Compendium[/URL] would go a loong way of making D&D useful for me without loads of homework [/QUOTE]
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