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Revised 6E prediction thread
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<blockquote data-quote="tetrasodium" data-source="post: 8186604" data-attributes="member: 93670"><p> <ul> <li data-xf-list-type="ul">Alignment will be consigned to the rubbish bin of history as a mistake to forget about but we might see some thematic alignment alternatives that describe a free willed mortal's morals & values in a word or two.</li> <li data-xf-list-type="ul">Artificer will be a core class</li> <li data-xf-list-type="ul">whatever they call them... Race (elf/shifter/warforged/dwarf/etc) & culture will be split & ability mods will no longer be tied to race.</li> <li data-xf-list-type="ul">The core races will cease to be exclusive to what fits greyhawk & FR just because it was always done that way before. Some combination of gnomes halflings dwarves & elves of eberron darksun & possibly others will see racial options that represent them to some degree</li> <li data-xf-list-type="ul">One or more monstrous races will be elevated to being people. My bets are (tuckers)Kobolds or the <a href="https://eberron.fandom.com/wiki/Goblinoid#Subraces" target="_blank">Dar</a> as they both have a culture of some form other than being something to kill. This <em>may</em> include a golem derived race like warforged, but I doubt it & figure changeling or shifter more likely there.</li> <li data-xf-list-type="ul">With race no longer a vehicle for ability mods the benefits that come with any given race will be more significant in ways that make two members of the same class with a different race viscerally different on <em>some</em> level.</li> <li data-xf-list-type="ul">The5e simplicity at all costs for the sake of simplicity will be scaled back allowing more room for things like differentiation through charop options (smaller more numerous feats & classes with more option selections as they progress).</li> <li data-xf-list-type="ul">The tactical game will make a return either directly in the core rules with a simple "variant: you can alternately choose to remove all AoOs except moving out of reach without disengaging & making a ranged attack while in melee with a hostile opponent" for those who don't want it rather than the 5e style forced choice.</li> <li data-xf-list-type="ul">The limitations & gross shortfalls of "Natural language" will be accepted & reversed to some degree</li> <li data-xf-list-type="ul">The math of player characters vrs monsters will assume some level of magic items & feats again</li> <li data-xf-list-type="ul">If not by default there will be one or more well supported optional rest rules that restore a set number of HP similar to prior editions rather than <em>all</em> spell slots abilities and HP </li> <li data-xf-list-type="ul">Casters will be <em>dramatically</em> squishier & LFQW will no longer be inverted while caster roles like (de)buffing & battlefield control will be more fulfilling.</li> <li data-xf-list-type="ul">Cantrips will no longer be scaled by character level & get tied to items like wands & similar.</li> <li data-xf-list-type="ul">Something will change where either the default or a well supported variant option will exist to remove the obnoxious <a href="https://www.enworld.org/threads/does-%E2%80%9Cwhack-a-mole%E2%80%9D-healing-really-happen-in-games.677252/" target="_blank">wackamole healing</a> of 5e </li> <li data-xf-list-type="ul">Advantage is <em>a </em>tool, It might even be a good one, but it's sure as heck not the <em>only </em>tool & will no longer be.</li> <li data-xf-list-type="ul">Subclasses will carry more weight to avoid "I'm a level 7 cavalier & now finally get something related to being one" type problems</li> </ul><p></p><p>Now you're maybe talking crazy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I'd also be happy if they more often recognized that players & gms will often have different concerns needs & goals but one group largely depends on the other for play to happen despite dramatically outnumbering it.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8186604, member: 93670"] [LIST] [*]Alignment will be consigned to the rubbish bin of history as a mistake to forget about but we might see some thematic alignment alternatives that describe a free willed mortal's morals & values in a word or two. [*]Artificer will be a core class [*]whatever they call them... Race (elf/shifter/warforged/dwarf/etc) & culture will be split & ability mods will no longer be tied to race. [*]The core races will cease to be exclusive to what fits greyhawk & FR just because it was always done that way before. Some combination of gnomes halflings dwarves & elves of eberron darksun & possibly others will see racial options that represent them to some degree [*]One or more monstrous races will be elevated to being people. My bets are (tuckers)Kobolds or the [URL='https://eberron.fandom.com/wiki/Goblinoid#Subraces']Dar[/URL] as they both have a culture of some form other than being something to kill. This [I]may[/I] include a golem derived race like warforged, but I doubt it & figure changeling or shifter more likely there. [*]With race no longer a vehicle for ability mods the benefits that come with any given race will be more significant in ways that make two members of the same class with a different race viscerally different on [I]some[/I] level. [*]The5e simplicity at all costs for the sake of simplicity will be scaled back allowing more room for things like differentiation through charop options (smaller more numerous feats & classes with more option selections as they progress). [*]The tactical game will make a return either directly in the core rules with a simple "variant: you can alternately choose to remove all AoOs except moving out of reach without disengaging & making a ranged attack while in melee with a hostile opponent" for those who don't want it rather than the 5e style forced choice. [*]The limitations & gross shortfalls of "Natural language" will be accepted & reversed to some degree [*]The math of player characters vrs monsters will assume some level of magic items & feats again [*]If not by default there will be one or more well supported optional rest rules that restore a set number of HP similar to prior editions rather than [I]all[/I] spell slots abilities and HP [*]Casters will be [I]dramatically[/I] squishier & LFQW will no longer be inverted while caster roles like (de)buffing & battlefield control will be more fulfilling. [*]Cantrips will no longer be scaled by character level & get tied to items like wands & similar. [*]Something will change where either the default or a well supported variant option will exist to remove the obnoxious [URL='https://www.enworld.org/threads/does-%E2%80%9Cwhack-a-mole%E2%80%9D-healing-really-happen-in-games.677252/']wackamole healing[/URL] of 5e [*]Advantage is [I]a [/I]tool, It might even be a good one, but it's sure as heck not the [I]only [/I]tool & will no longer be. [*]Subclasses will carry more weight to avoid "I'm a level 7 cavalier & now finally get something related to being one" type problems [/LIST] Now you're maybe talking crazy ;) I'd also be happy if they more often recognized that players & gms will often have different concerns needs & goals but one group largely depends on the other for play to happen despite dramatically outnumbering it. [/QUOTE]
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