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non switchers: what can wotc do to win you back?
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<blockquote data-quote="Remathilis" data-source="post: 4913378" data-attributes="member: 7635"><p>I'm not sure what 5e could do to revive me as a customer. I'm afraid it would require too much backtracking for a company to take. That said, they could try a mix of things I thought worked with 4e and mix them with 3e (and earlier) ideas...</p><p></p><p>1.) Keep the will/encounter/daily system, but change up the ratios. Class powers that are needed to function become will (mages using magic bolts, rogues using SA). Encounters become their more useful guns (like rage or smite evil) and dailies the REAL big guns (spells mostly, but a few odd magical elements or even really strong melee attacks). Most importantly, build classes to fit the archetype, not the role/generic class structure (something the psion does nicely). Mages get more dailies and a few weak at-wills. Fighters get a couple at wills but loads of encounter-powers, etc.</p><p>2.) Adjust the hp/damage ratio so fights are more dynamic. Especially true of creatures designed to be terrifying. </p><p>3.) Go back to some from of unified attack progression/save progression. Tweak the math as needed, but get everyone off the 1/2 level treadmill. Its boring and adds to the "saminess."</p><p>4.) Fix the save mechanic so its not 50/50. It doesn't work as intended (save powers are useless against solos, while stunlock wizards rule the school). </p><p>5.) Give fighters back their plate armor, dang it!</p><p>6.) Don't build every class with combat in mind. That said, make sure every class has something to do in combat. Just don't make that the only factor when designing powers. </p><p>7.) Fix rituals so that they don't cost as much to use and are more versatile. Even if we have to go back to rituals/day. </p><p>8.) Return a few of the shut-down features (SR, DR, energy resist, crit-immunity) on some creatures to make them a bit more scary and force PCs to rethink their tactics.</p><p>9.) Forget WoW. Your never going to win a contest with them. While some of the WoW concepts worked (marking) a lot didn't (damage + status attacks). D&D worked for 30+ years before a lot of that. Make it FEEL like D&D, but with more sensible rule updates (akin to Pathfinder, but without the burden of keeping it 3e compatible). Want a hint WotC? Look at all the d20 OGL games, all the retro-clones, etc and see what elements they kept that remain true to every single one of them. THATS what defines D&D. </p><p></p><p>Will Wizard's listen? I doubt. I didn't think I'd be the guy looking at D&D pass me by, but for now, I feel more comfortable with OGL stuff like Pathfinder and Basic Fantasy; they feel more like D&D than D&D does these days...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4913378, member: 7635"] I'm not sure what 5e could do to revive me as a customer. I'm afraid it would require too much backtracking for a company to take. That said, they could try a mix of things I thought worked with 4e and mix them with 3e (and earlier) ideas... 1.) Keep the will/encounter/daily system, but change up the ratios. Class powers that are needed to function become will (mages using magic bolts, rogues using SA). Encounters become their more useful guns (like rage or smite evil) and dailies the REAL big guns (spells mostly, but a few odd magical elements or even really strong melee attacks). Most importantly, build classes to fit the archetype, not the role/generic class structure (something the psion does nicely). Mages get more dailies and a few weak at-wills. Fighters get a couple at wills but loads of encounter-powers, etc. 2.) Adjust the hp/damage ratio so fights are more dynamic. Especially true of creatures designed to be terrifying. 3.) Go back to some from of unified attack progression/save progression. Tweak the math as needed, but get everyone off the 1/2 level treadmill. Its boring and adds to the "saminess." 4.) Fix the save mechanic so its not 50/50. It doesn't work as intended (save powers are useless against solos, while stunlock wizards rule the school). 5.) Give fighters back their plate armor, dang it! 6.) Don't build every class with combat in mind. That said, make sure every class has something to do in combat. Just don't make that the only factor when designing powers. 7.) Fix rituals so that they don't cost as much to use and are more versatile. Even if we have to go back to rituals/day. 8.) Return a few of the shut-down features (SR, DR, energy resist, crit-immunity) on some creatures to make them a bit more scary and force PCs to rethink their tactics. 9.) Forget WoW. Your never going to win a contest with them. While some of the WoW concepts worked (marking) a lot didn't (damage + status attacks). D&D worked for 30+ years before a lot of that. Make it FEEL like D&D, but with more sensible rule updates (akin to Pathfinder, but without the burden of keeping it 3e compatible). Want a hint WotC? Look at all the d20 OGL games, all the retro-clones, etc and see what elements they kept that remain true to every single one of them. THATS what defines D&D. Will Wizard's listen? I doubt. I didn't think I'd be the guy looking at D&D pass me by, but for now, I feel more comfortable with OGL stuff like Pathfinder and Basic Fantasy; they feel more like D&D than D&D does these days... [/QUOTE]
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