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<blockquote data-quote="Blue" data-source="post: 8689028" data-attributes="member: 20564"><p>Okay, my truly perfect "50th Anniversary PHB" would be one that's just Tasha's style fixes rolled in with nothing removed so it's 100% fully compatible with everything I already bought. But putting that aside...</p><p></p><p>Okay, this is one description of a 50th Aniversary D&D I would enjoy. It's not the only one. And I'm specifically try to keep it feeling like D&D. If I don't describe something, default to a 5e-like position. E.g. if I don't mention bounded accuracy, then it's still the same.</p><p></p><p>1. Different multiclassing. I quite like the 3.0 style multiclassing we have now, but it's a bit of a trap for new players where you can shoot yourself in the foot, and requires one thing I've grown from liking to strongly disliking - planning out a character. So I'd like to return to AD&D style multiclassing where you picked your classes at the beginning, and were a bit of each even at 1st level.</p><p></p><p>2. Playing off that, we don't need so many variations of half-caster, half whatever. Have patron warrior class. Run it by itself and it's a cool class. Multiclass it with cleric and it's closer to 5e paladin. Multiclass it with warlock and it's a hexblade/blade pact. Fewer overall classes because we have a nice way to meld them.</p><p></p><p>3. That also means we don't need to worry about cherry picking and can give real features at 1st level.</p><p></p><p>3b. An offshoot of that, have official rules for starting at a higher level, with some knobs the DM can twist to match their style (high magic, gritty, etc.)</p><p></p><p>4. Since we're already looking at having classes that mutliclass nicely with others, have some classes that serve several thematics with common mechanics. Have a pet class which could be a big beast for a ranger or druid, or a special mount, or a steel defender, or a dragonling, or a necromantic skeleton, or whatever. These classes would be recommended to multiclass with other classes and not take as a single class.</p><p></p><p>5. Races/Heritage are big in terms of total power. It will make a large impact on your character, including at higher levels. Leaving design space for things like a tiny flying pixie, a large sized centaur or minotaur, a flying race, and other options where there's enough you are giving up not taking other races that it is balanced by those opportunity costs.</p><p></p><p>5b. Including more feats for future growth down heritage routes.</p><p></p><p>6. Remove boring math adjustment magic items. So no Plus X magic items, just ones that DO things. Keep magic items out of the character advancement math.</p><p></p><p>7. Remove boring math adjustments elsewhere. Don't have a fighting style that gives +2 to hit in archery, have one that does interesting and active things with archery.</p><p></p><p>8. Make fighting styles (two weapon, weapon and shield, weapon and free hand, two handed weapon, throw weapon, and ranged attacks) each have something that they are best at. Preferably in a rock-paper-scissor way.</p><p></p><p>9. Rebalance the classes so that they don't have different rates of resource attrition and differening lengths of adventuring days affect them very different. This could be moving to more AED (leaving off the U for now) from 4e, or other methods. And if length of adventuring day stays a big deal, give baked-in knobs for the DM to twist to match their style.</p><p></p><p>10. Embrace upcasting - make every spell do this, and stay on target so that the spell you got at 1st could still be a signature spell casting at 5th level and it's not underpowered. And if we are still doing 5e style spell slots (which we might not, with #9), have that the number of slots very slowly increases, but the level of the slot increases. So a 2nd level pure caster might have four 1st level slots, and a 5th level pure caster might have only six slots but they are two each of 1st, 2nd and 3rd level. And at 10th level the same caster have eight total, two each of 2nd, 3rd, 4th, and 5th level slots (and no 1st!) - remembering that those lower level spells known are scaling properly, not slowly, by level.</p><p></p><p>11. Allow/require some spells to be learned with options. Like "Elemental Ball" might be a 2nd level spell, and you must choose an element when you learn it. Fire might do the most damage in the radius, while Thunderball would do good damage and toss people away and prone. (And, since we're scaling, upcasting Fireball to 3rd level would do 8d6 fire damage, save for half.)</p><p></p><p>12. Have a lot more out-of-combat abilities, and if there are choices don't make they the same currency as combat abilities. For instance, don't grant a feat and have the feat be for combat or non-combat. Instead at times grant a combat feat and other times grant an out-of-combat feat.</p><p></p><p>13. Keep background and make it more important, and add in culture much like background which carries things that in 5e are embedded in race.</p><p></p><p>14. Move things away from spells. This may happen as part of 9, but things like Hunter's Mark shouldn't be a spell. Actually, Invocations like a warlock probably fit better for a ranger in the first place. Which should be an option for classes. So you have a hedge witch as a druid/invocation, or a warlock with a (warlock caster)/invocation, a ranger as a scout/invocation, etc.</p><p></p><p>EDIT: There are threads about hiring an editor. Guess I reached that length. Fixed a bunch of word problems.</p><p></p><p>This is just off the top of my head, not sure it hands together. And it's one vision among many.</p></blockquote><p></p>
[QUOTE="Blue, post: 8689028, member: 20564"] Okay, my truly perfect "50th Anniversary PHB" would be one that's just Tasha's style fixes rolled in with nothing removed so it's 100% fully compatible with everything I already bought. But putting that aside... Okay, this is one description of a 50th Aniversary D&D I would enjoy. It's not the only one. And I'm specifically try to keep it feeling like D&D. If I don't describe something, default to a 5e-like position. E.g. if I don't mention bounded accuracy, then it's still the same. 1. Different multiclassing. I quite like the 3.0 style multiclassing we have now, but it's a bit of a trap for new players where you can shoot yourself in the foot, and requires one thing I've grown from liking to strongly disliking - planning out a character. So I'd like to return to AD&D style multiclassing where you picked your classes at the beginning, and were a bit of each even at 1st level. 2. Playing off that, we don't need so many variations of half-caster, half whatever. Have patron warrior class. Run it by itself and it's a cool class. Multiclass it with cleric and it's closer to 5e paladin. Multiclass it with warlock and it's a hexblade/blade pact. Fewer overall classes because we have a nice way to meld them. 3. That also means we don't need to worry about cherry picking and can give real features at 1st level. 3b. An offshoot of that, have official rules for starting at a higher level, with some knobs the DM can twist to match their style (high magic, gritty, etc.) 4. Since we're already looking at having classes that mutliclass nicely with others, have some classes that serve several thematics with common mechanics. Have a pet class which could be a big beast for a ranger or druid, or a special mount, or a steel defender, or a dragonling, or a necromantic skeleton, or whatever. These classes would be recommended to multiclass with other classes and not take as a single class. 5. Races/Heritage are big in terms of total power. It will make a large impact on your character, including at higher levels. Leaving design space for things like a tiny flying pixie, a large sized centaur or minotaur, a flying race, and other options where there's enough you are giving up not taking other races that it is balanced by those opportunity costs. 5b. Including more feats for future growth down heritage routes. 6. Remove boring math adjustment magic items. So no Plus X magic items, just ones that DO things. Keep magic items out of the character advancement math. 7. Remove boring math adjustments elsewhere. Don't have a fighting style that gives +2 to hit in archery, have one that does interesting and active things with archery. 8. Make fighting styles (two weapon, weapon and shield, weapon and free hand, two handed weapon, throw weapon, and ranged attacks) each have something that they are best at. Preferably in a rock-paper-scissor way. 9. Rebalance the classes so that they don't have different rates of resource attrition and differening lengths of adventuring days affect them very different. This could be moving to more AED (leaving off the U for now) from 4e, or other methods. And if length of adventuring day stays a big deal, give baked-in knobs for the DM to twist to match their style. 10. Embrace upcasting - make every spell do this, and stay on target so that the spell you got at 1st could still be a signature spell casting at 5th level and it's not underpowered. And if we are still doing 5e style spell slots (which we might not, with #9), have that the number of slots very slowly increases, but the level of the slot increases. So a 2nd level pure caster might have four 1st level slots, and a 5th level pure caster might have only six slots but they are two each of 1st, 2nd and 3rd level. And at 10th level the same caster have eight total, two each of 2nd, 3rd, 4th, and 5th level slots (and no 1st!) - remembering that those lower level spells known are scaling properly, not slowly, by level. 11. Allow/require some spells to be learned with options. Like "Elemental Ball" might be a 2nd level spell, and you must choose an element when you learn it. Fire might do the most damage in the radius, while Thunderball would do good damage and toss people away and prone. (And, since we're scaling, upcasting Fireball to 3rd level would do 8d6 fire damage, save for half.) 12. Have a lot more out-of-combat abilities, and if there are choices don't make they the same currency as combat abilities. For instance, don't grant a feat and have the feat be for combat or non-combat. Instead at times grant a combat feat and other times grant an out-of-combat feat. 13. Keep background and make it more important, and add in culture much like background which carries things that in 5e are embedded in race. 14. Move things away from spells. This may happen as part of 9, but things like Hunter's Mark shouldn't be a spell. Actually, Invocations like a warlock probably fit better for a ranger in the first place. Which should be an option for classes. So you have a hedge witch as a druid/invocation, or a warlock with a (warlock caster)/invocation, a ranger as a scout/invocation, etc. EDIT: There are threads about hiring an editor. Guess I reached that length. Fixed a bunch of word problems. This is just off the top of my head, not sure it hands together. And it's one vision among many. [/QUOTE]
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