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<blockquote data-quote="Stalker0" data-source="post: 8689562" data-attributes="member: 5889"><p>Start with 5e as now as your basic chassis:</p><ul> <li data-xf-list-type="ul">Major rebalancing of Spells and Feats (I don't expect perfect balance but when people can look at a spell like Mordenkainen's sword and instantly notice its flat out worse than many spells below it....something needs to give).</li> <li data-xf-list-type="ul">Respect that fights are short, and therefore damage over time spells need to be balanced appropriately (aka much stronger than they are today).</li> <li data-xf-list-type="ul">A more 4e monster design approach</li> <li data-xf-list-type="ul">Bringing back skillpoints, probably using Pathfinder's 1e approach. I don't mind it simplier than 3e but there was a really fun customization there that 5e is lacking.</li> <li data-xf-list-type="ul">Split concentration into the "can't stack with other spells of this type" element and the "take damage and lose the spell" element. In trying to combine these two elements into one mechanic its too much of a crude club instead of a scalpel, and really reduces the variety of viable spellcasting in 5e. Concentration is both one of the greatest and worse changes in 5e.</li> <li data-xf-list-type="ul">Start looking at legendary/solo monsters reducing conditions instead of just outright killing them.</li> <li data-xf-list-type="ul">Balance around a 1-3 encounter adventuring day, rather than this 6-8 encounter bs.</li> <li data-xf-list-type="ul">Rework the monk, the sorc, and the cleric. The monk has problems, even if there are conceptual, but the million "monk sucks" threads out there should show you something is off. Sorcs don't quite fit their internal flavor, and clerics are insanely boring and de facto rely on spirit guardians to be worth a damn.</li> <li data-xf-list-type="ul">Add some more conditions that weaken defenses rather than actions.... aka conditions that create tension rather than making a character suck. Something like "you take 5 extra damage everytime you take damage" kind of thing. Or the ongoing damage from 4e.</li> <li data-xf-list-type="ul">Spend some extra rules space on classic "dungeoneering". Stealth as an example, I don't mind the natural language of 5e for many things but stealth is too powerful to be as vague as it....button that stuff up. There should be some chase rules, some notes about handling combats in a doorway (which is VERY common in some dungeon scenarios). How about a little more detail on standard illusions, give some more examples of when "interactions" would occur.</li> <li data-xf-list-type="ul">Drop the VSM components, its jenky and tedious. All spells should just be blockable with silence, by taking away the focus (except sorcs), or by binding the caster's hands. Spells that don't need this should have very special notes in the spell description rather than me needing to look up the VSM of every damn spell. And lastly, call out specially spells that are casual. End once and for all the debates as to whether you can cast charm person on a person and they won't know your casting it, or can I cast X spell in the dark and not break stealth because its effects are "subtle enough". I'm tired of the debates around that, literally just put a keyword on spells that are "subtle" and call it a day.</li> <li data-xf-list-type="ul">For the love of god throw in some ways to spend our money, proper magic item pricing is a good start.</li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 8689562, member: 5889"] Start with 5e as now as your basic chassis: [LIST] [*]Major rebalancing of Spells and Feats (I don't expect perfect balance but when people can look at a spell like Mordenkainen's sword and instantly notice its flat out worse than many spells below it....something needs to give). [*]Respect that fights are short, and therefore damage over time spells need to be balanced appropriately (aka much stronger than they are today). [*]A more 4e monster design approach [*]Bringing back skillpoints, probably using Pathfinder's 1e approach. I don't mind it simplier than 3e but there was a really fun customization there that 5e is lacking. [*]Split concentration into the "can't stack with other spells of this type" element and the "take damage and lose the spell" element. In trying to combine these two elements into one mechanic its too much of a crude club instead of a scalpel, and really reduces the variety of viable spellcasting in 5e. Concentration is both one of the greatest and worse changes in 5e. [*]Start looking at legendary/solo monsters reducing conditions instead of just outright killing them. [*]Balance around a 1-3 encounter adventuring day, rather than this 6-8 encounter bs. [*]Rework the monk, the sorc, and the cleric. The monk has problems, even if there are conceptual, but the million "monk sucks" threads out there should show you something is off. Sorcs don't quite fit their internal flavor, and clerics are insanely boring and de facto rely on spirit guardians to be worth a damn. [*]Add some more conditions that weaken defenses rather than actions.... aka conditions that create tension rather than making a character suck. Something like "you take 5 extra damage everytime you take damage" kind of thing. Or the ongoing damage from 4e. [*]Spend some extra rules space on classic "dungeoneering". Stealth as an example, I don't mind the natural language of 5e for many things but stealth is too powerful to be as vague as it....button that stuff up. There should be some chase rules, some notes about handling combats in a doorway (which is VERY common in some dungeon scenarios). How about a little more detail on standard illusions, give some more examples of when "interactions" would occur. [*]Drop the VSM components, its jenky and tedious. All spells should just be blockable with silence, by taking away the focus (except sorcs), or by binding the caster's hands. Spells that don't need this should have very special notes in the spell description rather than me needing to look up the VSM of every damn spell. And lastly, call out specially spells that are casual. End once and for all the debates as to whether you can cast charm person on a person and they won't know your casting it, or can I cast X spell in the dark and not break stealth because its effects are "subtle enough". I'm tired of the debates around that, literally just put a keyword on spells that are "subtle" and call it a day. [*]For the love of god throw in some ways to spend our money, proper magic item pricing is a good start. [/LIST] [/QUOTE]
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