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Pathfinder and 4e's love child, what I want in 5e
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<blockquote data-quote="Lanefan" data-source="post: 5688208" data-attributes="member: 29398"><p>Well, someone's gotta say it, so it might as well be me:</p><p></p><p>Bleah.</p><p></p><p>So far, pretty much everything suggested in this thread would push me away from the game rather than draw me in.</p><p></p><p>What would I prefer?</p><p></p><p>Less math: lower numbers everywhere - fewer bonuses, fewer levels, fewer hit points, only extreme circumstances will ever get a stat lower than 3 or higher than 18, etc. etc. - which has the pleasant side effect of de-tuning the game math such that the difference between levels becomes much less and a 1st-level character *can* survive in a 4th level party and-or said 4th-level party can take down a Giant but is still threatened by a dozen Orcs.</p><p></p><p>Less system bloat: put the whole game in the first releases then focus on writing adventures and settings.</p><p></p><p>Clearly-defined classes that reflect fantasy archetypes.</p><p></p><p>Less focus on "wow" abilities: there's nothing at all wrong with "only being able to swing a sword" if the battle goes by quickly and you can get on with the story/delve/argument/exploration/whatever. Side effect here is faster combats due to players not spending time deciding what trick to use this round.</p><p></p><p>Randomness within reason in PC generation to reflect randomness in life.</p><p></p><p>Magic that is useful but that can also be dangerous to its users and sometimes anyone else nearby. If there's a small but constant risk to using magic it becomes wonderfully self-limiting.</p><p></p><p>Quick character generation. If it takes an experienced player or DM longer than 15 minutes to bang out a ready-to-play character, rethink. Character play trumps character build.</p><p></p><p>Physical skills - yes. Social skills - no. Those are what roleplaying is for.</p><p></p><p>And above all, make the game flexible: with minimal-to-no DM work required can it handle parties of 2 PCs? Of 12? Does it support a playable 1-year adventure path and at the same time stand up to a 10 year campaign? Can the party be of mixed levels? Do PCs level up in the field, do they need training in town, or is the game set up to handle both? Does system mastery by one player ruin the game for the rest and-or can it support a side game of character optimization (if 'yes' to either, rethink)? Etc.</p><p></p><p>And one last thing that I'm not sure how to put. Best I can do is to say please don't design the game system with an eye to making a bad DM good; because the game on its own can't do that. Instead, design tools that a good DM can use to make a great game and that an average DM can use to make a good game; and the bad DMs will either learn or they won't. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>EDIT: And make the game playable without any need for a microchip of any kind.</p><p></p><p>Lan-"WotC, if you need 5e playtesters give me a call; I'll gladly put it through the wringer for you"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5688208, member: 29398"] Well, someone's gotta say it, so it might as well be me: Bleah. So far, pretty much everything suggested in this thread would push me away from the game rather than draw me in. What would I prefer? Less math: lower numbers everywhere - fewer bonuses, fewer levels, fewer hit points, only extreme circumstances will ever get a stat lower than 3 or higher than 18, etc. etc. - which has the pleasant side effect of de-tuning the game math such that the difference between levels becomes much less and a 1st-level character *can* survive in a 4th level party and-or said 4th-level party can take down a Giant but is still threatened by a dozen Orcs. Less system bloat: put the whole game in the first releases then focus on writing adventures and settings. Clearly-defined classes that reflect fantasy archetypes. Less focus on "wow" abilities: there's nothing at all wrong with "only being able to swing a sword" if the battle goes by quickly and you can get on with the story/delve/argument/exploration/whatever. Side effect here is faster combats due to players not spending time deciding what trick to use this round. Randomness within reason in PC generation to reflect randomness in life. Magic that is useful but that can also be dangerous to its users and sometimes anyone else nearby. If there's a small but constant risk to using magic it becomes wonderfully self-limiting. Quick character generation. If it takes an experienced player or DM longer than 15 minutes to bang out a ready-to-play character, rethink. Character play trumps character build. Physical skills - yes. Social skills - no. Those are what roleplaying is for. And above all, make the game flexible: with minimal-to-no DM work required can it handle parties of 2 PCs? Of 12? Does it support a playable 1-year adventure path and at the same time stand up to a 10 year campaign? Can the party be of mixed levels? Do PCs level up in the field, do they need training in town, or is the game set up to handle both? Does system mastery by one player ruin the game for the rest and-or can it support a side game of character optimization (if 'yes' to either, rethink)? Etc. And one last thing that I'm not sure how to put. Best I can do is to say please don't design the game system with an eye to making a bad DM good; because the game on its own can't do that. Instead, design tools that a good DM can use to make a great game and that an average DM can use to make a good game; and the bad DMs will either learn or they won't. :) EDIT: And make the game playable without any need for a microchip of any kind. Lan-"WotC, if you need 5e playtesters give me a call; I'll gladly put it through the wringer for you"-efan [/QUOTE]
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