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Towards 5E - An Advanced Ruleset
Sacred Cows - thinning the herd
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<blockquote data-quote="mrswing" data-source="post: 4505392" data-attributes="member: 9984"><p>With all the interesting suggestions flying thick and fast on this forum, I thought it would be a good idea to get some idea about what sacred D&D cows should be kept (this is a 5E, after all, not an entirely new game), and which ones people generally feel should be abandoned. Of course there will be a lot of differing opinions, but maybe some consensus will be achieved here as well. </p><p>I'll start things rolling:</p><p></p><p>KEEPERS</p><p></p><p>Levels </p><p>Vancian Magic (but tweaked, probably)</p><p>Classes</p><p>Feats: but a pruned or changed list, and with a clear definition of what exactly constitutes a feat and what doesn't. A feat should be either a perk or a quality of the character (physical or mental ability), not a type of skill (armor & weapon proficiency) or combat manoeuvres (dodge, parry, cleave, power attack) which are either things anyone should be able to attempt, or which should be restricted to high-level practitioners of the martial classes, and which could be turned into class features, for instance. </p><p>HP in some form or shape</p><p>BAB</p><p>Critical hits (but with a more flavorful approach)</p><p></p><p>FOR THE SLAUGHTERHOUSE</p><p></p><p>Different types of actions: why does D&D (or any RPG) need more than one type of action? Why can you have a move + standard action in a round, or move + move, but not standard + standard? What about all the 'micro-actions' added by the Miniatures handbook? Pointless complication for complication's sake. </p><p></p><p>Extreme weakness of first-level characters </p><p></p><p>Critical threats (you roll a crit or you don't)</p><p></p><p>Fighters not getting any specific class features</p><p></p><p>Magic working every time (a Magical Attack or Skill Bonus to correspond with the BAB and balance things a bit between classes)</p><p></p><p>Different bonus types stacking or not stacking - leads to confusion and needless complication. Either take a page from Weapons of the Gods, and take the highest bonus as the relevant one, or limit the number of bonuses that can be in play simultaneously. </p><p></p><p>Template frenzy:</p><p> </p><p>Grappling: just resolve it as a normal attack. </p><p></p><p>Skills and feats for monsters when there is no need for them. </p><p></p><p>That's it for starters...</p></blockquote><p></p>
[QUOTE="mrswing, post: 4505392, member: 9984"] With all the interesting suggestions flying thick and fast on this forum, I thought it would be a good idea to get some idea about what sacred D&D cows should be kept (this is a 5E, after all, not an entirely new game), and which ones people generally feel should be abandoned. Of course there will be a lot of differing opinions, but maybe some consensus will be achieved here as well. I'll start things rolling: KEEPERS Levels Vancian Magic (but tweaked, probably) Classes Feats: but a pruned or changed list, and with a clear definition of what exactly constitutes a feat and what doesn't. A feat should be either a perk or a quality of the character (physical or mental ability), not a type of skill (armor & weapon proficiency) or combat manoeuvres (dodge, parry, cleave, power attack) which are either things anyone should be able to attempt, or which should be restricted to high-level practitioners of the martial classes, and which could be turned into class features, for instance. HP in some form or shape BAB Critical hits (but with a more flavorful approach) FOR THE SLAUGHTERHOUSE Different types of actions: why does D&D (or any RPG) need more than one type of action? Why can you have a move + standard action in a round, or move + move, but not standard + standard? What about all the 'micro-actions' added by the Miniatures handbook? Pointless complication for complication's sake. Extreme weakness of first-level characters Critical threats (you roll a crit or you don't) Fighters not getting any specific class features Magic working every time (a Magical Attack or Skill Bonus to correspond with the BAB and balance things a bit between classes) Different bonus types stacking or not stacking - leads to confusion and needless complication. Either take a page from Weapons of the Gods, and take the highest bonus as the relevant one, or limit the number of bonuses that can be in play simultaneously. Template frenzy: Grappling: just resolve it as a normal attack. Skills and feats for monsters when there is no need for them. That's it for starters... [/QUOTE]
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