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General Tabletop Discussion
*Dungeons & Dragons
One of the best parts of 5e thus far is that people are already homebrewing.
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<blockquote data-quote="slobo777" data-source="post: 6015223" data-attributes="member: 6694877"><p>The ability to homebrew races and monsters is important to me. Classes less so.</p><p></p><p>PC races seems just as easy as before. I'm fond of the strong guidelines that cropped up early in the 4E community, and of how racial powers can be made to scale and stay relevent in that game. D&D Next's combination of editions past doesn't seem to have the same focus on a central design "best practice" (at least not a published one), but it looks very do-able. I could convert my own game world to D&D Next easy enough here.</p><p></p><p>Monsters in D&D Next, I don't know yet. I got used to both 3E and 4E, and could generate them very quickly. 4E's monster guidelines make it a breeze, and over 3/4 of the monsters in my games are homebrewed just for use in a single encounter. It rarely takes me more than an hour per monster, including writing out the full usable stat block. Not yet got a "feel" for D&D Next for comparison. My first thoughts are that it would be just as fast, perhaps faster provided I'm not picking 10 spells from a Cleric spell list just to complete a monster.</p><p></p><p>I think class homebrews have always been <em>difficult</em> and time consuming. I did make a few for 3E, never bothered in earlier or later versions, Everything important about a D&D Next class is in the class-specific mechanics, and these are critical to it finding a place amongst the other classes. It's very easy to have a cool idea and generate some mechanics, but then pitch the relative power too high or low. So classes need extensive playtesting. That's probably more time-consuming part of the process, even than generating say 20 sample powers for heroic tier in 4E (but yes this is obviously extra compared to Next, unless you are aiming for a spellcasting class and want it to have lots of unique spells).</p></blockquote><p></p>
[QUOTE="slobo777, post: 6015223, member: 6694877"] The ability to homebrew races and monsters is important to me. Classes less so. PC races seems just as easy as before. I'm fond of the strong guidelines that cropped up early in the 4E community, and of how racial powers can be made to scale and stay relevent in that game. D&D Next's combination of editions past doesn't seem to have the same focus on a central design "best practice" (at least not a published one), but it looks very do-able. I could convert my own game world to D&D Next easy enough here. Monsters in D&D Next, I don't know yet. I got used to both 3E and 4E, and could generate them very quickly. 4E's monster guidelines make it a breeze, and over 3/4 of the monsters in my games are homebrewed just for use in a single encounter. It rarely takes me more than an hour per monster, including writing out the full usable stat block. Not yet got a "feel" for D&D Next for comparison. My first thoughts are that it would be just as fast, perhaps faster provided I'm not picking 10 spells from a Cleric spell list just to complete a monster. I think class homebrews have always been [I]difficult[/I] and time consuming. I did make a few for 3E, never bothered in earlier or later versions, Everything important about a D&D Next class is in the class-specific mechanics, and these are critical to it finding a place amongst the other classes. It's very easy to have a cool idea and generate some mechanics, but then pitch the relative power too high or low. So classes need extensive playtesting. That's probably more time-consuming part of the process, even than generating say 20 sample powers for heroic tier in 4E (but yes this is obviously extra compared to Next, unless you are aiming for a spellcasting class and want it to have lots of unique spells). [/QUOTE]
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One of the best parts of 5e thus far is that people are already homebrewing.
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