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<blockquote data-quote="W'rkncacnter" data-source="post: 8685730" data-attributes="member: 7033455"><p>so, in other words...what if i woke up one day and the whole dev team agreed with me <img class="smilie smilie--emoji" alt="😉" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" title="Winking face :wink:" data-shortname=":wink:" loading="lazy" width="64" height="64" />? hm. well...</p><ul> <li data-xf-list-type="ul">ASIs and feats separated and connected to character level instead of class level (probably ASIs at the levels they're at now, and feats at 1st level and every level wherein your prof bonus increases) - and also no more half feats. if you design a feat such that you think you need to put in a +1 ASI in order to make it compete with other feats, you're doing it wrong and you're starting again.<ul> <li data-xf-list-type="ul">bonus feats/ASIs can be tied to class level, though. i could see fighter having a few bonus feats and monk having a few bonus ASIs, for instance.</li> </ul></li> <li data-xf-list-type="ul">subclasses as class feats instead. i don't care for the rigidity of subclasses, honestly.</li> <li data-xf-list-type="ul">weapons and armor that actually at least kind of subscribe to reality. like come on, we're still on studded leather? really?<ul> <li data-xf-list-type="ul">also just more interesting weapons. i want a finesse two-hander, dammit.</li> <li data-xf-list-type="ul">also, armor as die reduction instead of dodge bonus? i'd definitely look into that at least.</li> </ul></li> <li data-xf-list-type="ul">some sort of bonus to two-handed melee weapon damage that isn't just an increased die. i've personally been thinking of adding your strength again (minimum +1) to damage rolls made with a melee weapon you're two-handing to my own games (not half, because the die still exists and i think the math is just cleaner then adding half your strength or multiplying the total weapon damage result by 1.5).</li> <li data-xf-list-type="ul">some sort of wounds/vitality system, even as just an optional rule</li> <li data-xf-list-type="ul">a finished crafting and travel system. level up does these well enough, even if i don't really like the idea of gathering incredibly specific components you can only get by specifically going adventuring for them to make magic items when at that point i really think the reward for the quest should just be that magic item, but it's better then the basically nothing normal 5e has.</li> <li data-xf-list-type="ul">artificer as a base class, readjusted to take into account the fact that there's an actually proper crafting system now. probably also a support martial instead of a support caster. i feel like a crafting class should be centered around making you good at crafting and at using the things you craft, not at simulating crafting and casting, and i like the idea of a support martial that isn't just bossing people around (though bossing people around is still fun).</li> <li data-xf-list-type="ul">10 minute short rests so that they actually have a purpose</li> <li data-xf-list-type="ul">better critfishing support, because haha natural 17 crit go brrrr</li> <li data-xf-list-type="ul">more interesting things for martials to do. level up as an example again, maneuvers are cool.</li> <li data-xf-list-type="ul">here's where things get real spicy - spellcasting like WOIN or similar systems where you essentially build and buy spells. maybe go a step further and have each caster interact with them differently - for example, cleric/druid/paladin/ranger get a list of pre-built spells they can prepare each day, sorcerers/warlocks can put together spells on the fly, (artificers, if they stay casters/)bards/wizards build their daily spells as part of their daily preparations. don't need that second part (honestly my example probably wasn't great since half the casters just don't build spells at all with it), but i just really like the idea of putting together spells i'm almost certain nobody else has (and then finding out a month later that, like, half the planet already knows). also, this would essentially replace metamagic.</li> <li data-xf-list-type="ul">classes that get a third extra attack, and fighters getting their last extra attack at level 17 instead of 20. it just annoys me that the former doesn't exist and the latter is how it is atm</li> <li data-xf-list-type="ul">up to 30th level. this has a big asterisk on it in that i'd be 100% ok with it being in a supplement instead of the core book, and actually think it might be more appropriate to do so. i just wanna throw a +19 attack modifier before magic items and buffs around at an overgod, ok?</li> <li data-xf-list-type="ul">half proficiency to nonproficient saves to help avoid late game scenarios where you just straight up can't save against something. converting saves to defenses ala 4e could be cool but isn't necessary.</li> <li data-xf-list-type="ul">probably the biggest one: BALANCE THE SAVES. INTELLIGENCE SAVES AGAINST 4 SPELLS IN THE PHB. <strong>FOUR.</strong> WHY DOES IT WORK LIKE THIS.</li> </ul><p>so yeah basically my perfect 5e will never happen. but seriously, they really should balance the saves, i wasn't kidding about that intelligence thing, look it up.</p><p>edit: also, tags to denote what are mundane, magical, supernatural, and spell(-like) abilities to help with traits like magical resistance.</p></blockquote><p></p>
[QUOTE="W'rkncacnter, post: 8685730, member: 7033455"] so, in other words...what if i woke up one day and the whole dev team agreed with me 😉? hm. well... [LIST] [*]ASIs and feats separated and connected to character level instead of class level (probably ASIs at the levels they're at now, and feats at 1st level and every level wherein your prof bonus increases) - and also no more half feats. if you design a feat such that you think you need to put in a +1 ASI in order to make it compete with other feats, you're doing it wrong and you're starting again. [LIST] [*]bonus feats/ASIs can be tied to class level, though. i could see fighter having a few bonus feats and monk having a few bonus ASIs, for instance. [/LIST] [*]subclasses as class feats instead. i don't care for the rigidity of subclasses, honestly. [*]weapons and armor that actually at least kind of subscribe to reality. like come on, we're still on studded leather? really? [LIST] [*]also just more interesting weapons. i want a finesse two-hander, dammit. [*]also, armor as die reduction instead of dodge bonus? i'd definitely look into that at least. [/LIST] [*]some sort of bonus to two-handed melee weapon damage that isn't just an increased die. i've personally been thinking of adding your strength again (minimum +1) to damage rolls made with a melee weapon you're two-handing to my own games (not half, because the die still exists and i think the math is just cleaner then adding half your strength or multiplying the total weapon damage result by 1.5). [*]some sort of wounds/vitality system, even as just an optional rule [*]a finished crafting and travel system. level up does these well enough, even if i don't really like the idea of gathering incredibly specific components you can only get by specifically going adventuring for them to make magic items when at that point i really think the reward for the quest should just be that magic item, but it's better then the basically nothing normal 5e has. [*]artificer as a base class, readjusted to take into account the fact that there's an actually proper crafting system now. probably also a support martial instead of a support caster. i feel like a crafting class should be centered around making you good at crafting and at using the things you craft, not at simulating crafting and casting, and i like the idea of a support martial that isn't just bossing people around (though bossing people around is still fun). [*]10 minute short rests so that they actually have a purpose [*]better critfishing support, because haha natural 17 crit go brrrr [*]more interesting things for martials to do. level up as an example again, maneuvers are cool. [*]here's where things get real spicy - spellcasting like WOIN or similar systems where you essentially build and buy spells. maybe go a step further and have each caster interact with them differently - for example, cleric/druid/paladin/ranger get a list of pre-built spells they can prepare each day, sorcerers/warlocks can put together spells on the fly, (artificers, if they stay casters/)bards/wizards build their daily spells as part of their daily preparations. don't need that second part (honestly my example probably wasn't great since half the casters just don't build spells at all with it), but i just really like the idea of putting together spells i'm almost certain nobody else has (and then finding out a month later that, like, half the planet already knows). also, this would essentially replace metamagic. [*]classes that get a third extra attack, and fighters getting their last extra attack at level 17 instead of 20. it just annoys me that the former doesn't exist and the latter is how it is atm [*]up to 30th level. this has a big asterisk on it in that i'd be 100% ok with it being in a supplement instead of the core book, and actually think it might be more appropriate to do so. i just wanna throw a +19 attack modifier before magic items and buffs around at an overgod, ok? [*]half proficiency to nonproficient saves to help avoid late game scenarios where you just straight up can't save against something. converting saves to defenses ala 4e could be cool but isn't necessary. [*]probably the biggest one: BALANCE THE SAVES. INTELLIGENCE SAVES AGAINST 4 SPELLS IN THE PHB. [B]FOUR.[/B] WHY DOES IT WORK LIKE THIS. [/LIST] so yeah basically my perfect 5e will never happen. but seriously, they really should balance the saves, i wasn't kidding about that intelligence thing, look it up. edit: also, tags to denote what are mundane, magical, supernatural, and spell(-like) abilities to help with traits like magical resistance. [/QUOTE]
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