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<blockquote data-quote="EzekielRaiden" data-source="post: 8575782" data-attributes="member: 6790260"><p>I appreciate the clarification. I mostly just wanted to emphasize that such an "evolution" does not necessarily need to fit with what people might expect from a "5.5e."</p><p></p><p>My overall expectation is that several classes will get <em>moderate</em> overhauls, with Ranger and Warlock getting comparatively bigger ones; Ancestries will moderately change, mostly to de-emphasize the ability score component; stealth rules, and <em>maybe</em> saving throws, will get some tweaks; certain spells will get errata. That's about it. They might stick the Artificer in the PHB, since it's the only official class not present there.</p><p></p><p>If I got my "really basic wants, not anywhere near everything I want, this is me sacrificing 90% to get the vital 10%" stuff, they would completely rewrite the current content about races with the new Ancestries section. Instead of having "Common" and "Uncommon" or "Exotic" races, all Ancestries would be included, perhaps with human listed first and then all others listed alphabetically. And then all the space saved from <em>not</em> bothering with calling things "exotic" etc. would instead go to explaining how each world is different, and that a group's or DM's choices of Ancestries and Classes can have a strong flavor impact on a world. </p><p></p><p>Have a page with examples of possible worlds, perhaps coupled with classes too, to demonstrate flavor options. E.g. on the classes side, a "sword and sandal" Ancient Greece/Rome/Britain: Druid, Barbarian, Bard, Warlock, and Ranger would be "outlander"/"uncivilized" classes, uncommon and spooky, while Wizard, Fighter, Rogue, Artificer, Monk, and Cleric are the "Roman"/"civilized" classes (for lack of a better term), and Sorcerers are thought of as being god-blooded (so there are an awful lot of Children of Zeus running around with Storm Sorc powers). Paladins might either not exist at all (since there isn't a good ancient-world equivalent) or be highly unusual divine champions. Then on the ancestries side, have humans, minotaurs (because...duh), yuan-ti (medusae), elves (dryads), satyrs, dragonborn (the Spartoi, those born from sown dragon's teeth, and/or <em>dracogenes/ophiogenes</em>, literally "dragon-born" or "serpent-born"), and thri-kreen (<em>myrmidones</em>, the ant-men), but not halflings, tieflings, or (maybe) dwarves, since those are more Norse folklore rather than the Greco-Romano-Celtic angle here.</p><p></p><p>Such a section, giving examples of how one can tailor an experience by tailoring the available ancestries and classes, would be DRAMATICALLY better, both because it wouldn't (or for God's sake <em>shouldn't</em>) denigrate anyone's preferences, and because it would actually be using page space to <em>teach</em>, both teaching DMs how to craft better games, and players how to work with their DMs to produce better play.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8575782, member: 6790260"] I appreciate the clarification. I mostly just wanted to emphasize that such an "evolution" does not necessarily need to fit with what people might expect from a "5.5e." My overall expectation is that several classes will get [I]moderate[/I] overhauls, with Ranger and Warlock getting comparatively bigger ones; Ancestries will moderately change, mostly to de-emphasize the ability score component; stealth rules, and [I]maybe[/I] saving throws, will get some tweaks; certain spells will get errata. That's about it. They might stick the Artificer in the PHB, since it's the only official class not present there. If I got my "really basic wants, not anywhere near everything I want, this is me sacrificing 90% to get the vital 10%" stuff, they would completely rewrite the current content about races with the new Ancestries section. Instead of having "Common" and "Uncommon" or "Exotic" races, all Ancestries would be included, perhaps with human listed first and then all others listed alphabetically. And then all the space saved from [I]not[/I] bothering with calling things "exotic" etc. would instead go to explaining how each world is different, and that a group's or DM's choices of Ancestries and Classes can have a strong flavor impact on a world. Have a page with examples of possible worlds, perhaps coupled with classes too, to demonstrate flavor options. E.g. on the classes side, a "sword and sandal" Ancient Greece/Rome/Britain: Druid, Barbarian, Bard, Warlock, and Ranger would be "outlander"/"uncivilized" classes, uncommon and spooky, while Wizard, Fighter, Rogue, Artificer, Monk, and Cleric are the "Roman"/"civilized" classes (for lack of a better term), and Sorcerers are thought of as being god-blooded (so there are an awful lot of Children of Zeus running around with Storm Sorc powers). Paladins might either not exist at all (since there isn't a good ancient-world equivalent) or be highly unusual divine champions. Then on the ancestries side, have humans, minotaurs (because...duh), yuan-ti (medusae), elves (dryads), satyrs, dragonborn (the Spartoi, those born from sown dragon's teeth, and/or [I]dracogenes/ophiogenes[/I], literally "dragon-born" or "serpent-born"), and thri-kreen ([I]myrmidones[/I], the ant-men), but not halflings, tieflings, or (maybe) dwarves, since those are more Norse folklore rather than the Greco-Romano-Celtic angle here. Such a section, giving examples of how one can tailor an experience by tailoring the available ancestries and classes, would be DRAMATICALLY better, both because it wouldn't (or for God's sake [I]shouldn't[/I]) denigrate anyone's preferences, and because it would actually be using page space to [I]teach[/I], both teaching DMs how to craft better games, and players how to work with their DMs to produce better play. [/QUOTE]
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