People have the strangest deal makers

ferratus

Adventurer
So we've got a thread on people's specific deal breakers that would keep them from joining 5e. The poison pill which would keep them away.

How about a more positive thread? What is one rule that you'd like so much that you'd be willing to put up with a whole bunch of bad ones, and would make you feel better about the game in general? Extra credit if it is something remarkably petty.

I was always interested in D&D 5e because I like to experiment with RPG's, but it was only today that I became committed. That was the announcement that they were planning to replace the gold standard values of items with the silver standard. (ie. a coat of mail costs 100 sp). It just seems like such a brave yet sensible decision that I can't help but give their stewardship over the next edition of D&D the benefit of the doubt. My excitement level has ramped right up.

So what would be your deal maker? Remember, it can't just be the announcement that they've banned something. That's for the dealbreakers thread.
 

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Good question, I am not sure if a single point sells the system to me. But I'm with you with SP - I dont know why, but I like it. I also really liked the point they made about PC's not starting with plate mail - about damn time!
 


The mention of a focus on gameplay (player-DM interaction) rather than mechanics is probably it for me. Imagine if the character can do what they are trying to do. If they should be able to do it, they simply do it.

It's a refreshing change from trying to write (or remember) mechanics for absolutely everything.
 

If they gave me the kind of multiclassing I want, they'd have to really make a mess of everything else to turn me off.

Then again, I never imagined that multiclassing would have been my dealbreaker before 4e came out. If 5e contains any dealbreakers (except that one) it's going to be something new that no one is going to see coming.
 

I am a sucker for necromancers. Give me a way to play as one while it being fair to the other party members and not feel under powered.
 

Cool powers for fighters. As long as the game has good mechanics that let non-magic using melee fighters pull off awe-inspiring maneuvers in combat, I will give the edition a shot regardless of other qualms. Simple tricks like trip, disarm, bull rush, and sunder like how they appeared in 3E wouldn't count; the game would need to give martial characters something more powerful and versatile than that.
 

Well, this one is kind of random, but...

If the game lets me play as a dragon, play as a knight who rides a dragon into battle, and/or play as a character whose main concept is transforming into a dragon (weredragon?), then I'm sold. No question. A game with the mechanical flexibility needed for all of those kinds of things would be a significant step up from all previous versions of the game.
 

I don't have a single dealbreaker, and I think my dealbreakers are about major things, not specific rules or specific character concepts.

- that different character classes offer a variety of gaming experience, and don't feel all the same

- that there's enough room to make two characters of the same race & class still pretty different from each other

- that the game strongly supports the exploration phase of an adventure (which is my favourite phase) both with mechanics and with DM guidelines

- that the game allows a DM to run both short & quick combat encounters off the grid and detailed & tactical combat encounters on the grid, depending on how relevant to the whole story the encounter is

- that creating NPCs, monsters with class levels, and dungeons is relatively easy and doesn't take too long

- that the artwork is classy and evocative (hard to define, I'll know it when I see it...)

- that it preserves all sacred cows (although they don't have to be mandatory) so that the game still feels like D&D big time
 

dealmaker:
- A working core that is playtested and stable

- A german translation that sounds good (which means: no gaming jargon as in 4e... it is too hard to translate in a sensible way)
 

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