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<blockquote data-quote="Stalker0" data-source="post: 8408630" data-attributes="member: 5889"><p>So if we are going with a true backwards compatible, so we can't play too much outside the rules:</p><p></p><p>The Basics</p><ul> <li data-xf-list-type="ul">Another try at the Ranger, Monk, and Sorcerer, aka the classes that generally have had the lowest user satisfaction.</li> <li data-xf-list-type="ul">General adjustments to class capstones.</li> <li data-xf-list-type="ul">Some adjustment to address Moon Druid "imbalance" at level 2.</li> <li data-xf-list-type="ul">A spell pass. Adjustment of levels and effects, perhaps removal of concentration for certain spells or at least some softening (aka casting at X higher level removes concentration requirements).</li> <li data-xf-list-type="ul">Cleanup on stealth rules, which is a scattered in the core rules and has some clarity issues.</li> <li data-xf-list-type="ul">Cleanup on surprise rules, which seems to be a point of confusion at many tables.</li> <li data-xf-list-type="ul">Magic Item rebalance, adjustment of effects by rarity.</li> <li data-xf-list-type="ul">Monster rebalance, CR adjustments for under/over performing monsters.</li> <li data-xf-list-type="ul">Feat Balance Pass</li> <li data-xf-list-type="ul">More Feats.... I doubt they will ever go as far as "feats are core", but its time to recognize they are used in a lot of tables</li> <li data-xf-list-type="ul">Do a bit more with tools or just remove the proficiencies in favor of more core skills. One or the other.</li> <li data-xf-list-type="ul">Make the race "flex bonus" that Tasha introduced core.</li> <li data-xf-list-type="ul">Some improvements to inspiration, which is sometimes seen as a weak mechanic.</li> <li data-xf-list-type="ul">Inclusion of secondary classes (like Artificer) and make them core.</li> </ul><p>One more Notch</p><ul> <li data-xf-list-type="ul">Rebalance of classes into the "Prof Mod per Day" bonus away from short rest mechanics.</li> <li data-xf-list-type="ul">Possible adjustment to concentration itself (could consider splitting mechanic into "you can't stack this with other spells" and "you lose this spell when you take damage" components, instead of all in one)</li> <li data-xf-list-type="ul">Reintroduction of bloodied as a mechanic.</li> <li data-xf-list-type="ul">Adjustment to core healing and "death/dying" rules.... goal to remove the whack a mole a bit, make single hit death a little more possible.</li> <li data-xf-list-type="ul">Convert crits to "full double damage"</li> <li data-xf-list-type="ul">Major look at midtier and high tier monsters, with a major rebalance based on user feedback (aka many monsters are just over CRed, and can be dealt with by relatively low level parties).</li> <li data-xf-list-type="ul">Better gold sinks (magic items, followers, strongholds, etc etc, something to spend all that cash on)</li> <li data-xf-list-type="ul">Hire Nixlord to coordinate your artwork (seriously, his MMIII is the single greatest collection of dnd artwork in existence as far as I am concerned, its jaw dropping how many gorgeous pieces of art can exist in a single monster book).</li> </ul><p></p><p>Frankly I don't need tooo much though on the player side. 5e is pretty darn solid. Give me a readjustment sweep on spells, feats, etc to tone things up and you have handled the bulk of it. For me its really about the monsters, I think 5e monster design was a step back from 4e, the "bag of hitpoints" being a common critique. Give me a few player updates, but then give me a really slick new monster manual with lots of tighter math that utilizes the experience of years of play.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8408630, member: 5889"] So if we are going with a true backwards compatible, so we can't play too much outside the rules: The Basics [LIST] [*]Another try at the Ranger, Monk, and Sorcerer, aka the classes that generally have had the lowest user satisfaction. [*]General adjustments to class capstones. [*]Some adjustment to address Moon Druid "imbalance" at level 2. [*]A spell pass. Adjustment of levels and effects, perhaps removal of concentration for certain spells or at least some softening (aka casting at X higher level removes concentration requirements). [*]Cleanup on stealth rules, which is a scattered in the core rules and has some clarity issues. [*]Cleanup on surprise rules, which seems to be a point of confusion at many tables. [*]Magic Item rebalance, adjustment of effects by rarity. [*]Monster rebalance, CR adjustments for under/over performing monsters. [*]Feat Balance Pass [*]More Feats.... I doubt they will ever go as far as "feats are core", but its time to recognize they are used in a lot of tables [*]Do a bit more with tools or just remove the proficiencies in favor of more core skills. One or the other. [*]Make the race "flex bonus" that Tasha introduced core. [*]Some improvements to inspiration, which is sometimes seen as a weak mechanic. [*]Inclusion of secondary classes (like Artificer) and make them core. [/LIST] One more Notch [LIST] [*]Rebalance of classes into the "Prof Mod per Day" bonus away from short rest mechanics. [*]Possible adjustment to concentration itself (could consider splitting mechanic into "you can't stack this with other spells" and "you lose this spell when you take damage" components, instead of all in one) [*]Reintroduction of bloodied as a mechanic. [*]Adjustment to core healing and "death/dying" rules.... goal to remove the whack a mole a bit, make single hit death a little more possible. [*]Convert crits to "full double damage" [*]Major look at midtier and high tier monsters, with a major rebalance based on user feedback (aka many monsters are just over CRed, and can be dealt with by relatively low level parties). [*]Better gold sinks (magic items, followers, strongholds, etc etc, something to spend all that cash on) [*]Hire Nixlord to coordinate your artwork (seriously, his MMIII is the single greatest collection of dnd artwork in existence as far as I am concerned, its jaw dropping how many gorgeous pieces of art can exist in a single monster book). [/LIST] Frankly I don't need tooo much though on the player side. 5e is pretty darn solid. Give me a readjustment sweep on spells, feats, etc to tone things up and you have handled the bulk of it. For me its really about the monsters, I think 5e monster design was a step back from 4e, the "bag of hitpoints" being a common critique. Give me a few player updates, but then give me a really slick new monster manual with lots of tighter math that utilizes the experience of years of play. [/QUOTE]
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