Something Old, something New, something Borrowed, something blew...

Andor

First Post
In the interests of stabbing the 5e edition wars in it's little unborn head, I'd like to present everyone with a challange.

For 5e name something you'ld like to see brought in from 4e, something you'ld like to see brought in from an earlier edition, something you'ld like to see brought in from a non-D&D game, and something you hated about your favorite version of the game.

For myself...

Old: 3e style multi-classing. While we are all familiar with it's flaws it was a wonderful character building tool. Less front-loaded classes and reigned in prestige classes could tame the bad while harnessing the good.

New: 4e style Ritual magic. I think this is great design space and I'd like to see it expanded upon.

Borrowed: HP fluff in this case. One of my favorite indie games fluffs HP as the skill your soul gain at hanging on to your body. This could simplify everything. At 1st level all your HP are indeed "meat points", every HP you gain after that from leveling up is actually supernatural in origin. Not magic, in the spell casting sense, but supernatural in the same sense that your character always possesses an immortal soul that allows him to be ressurected or reincarnated or made into an undead. In this case that soul every D&D character posseses builds a greater attachment to it's body that allows him to carry on in the face of what would otherwise be fatal damage.

Blew: 3e is my favorite edition, but... My pet peeve was the Kama, an exotic weapon with the exact same stats as the simple sickle becuase it is in fact a sickle. So apparently which alphabet you spell somethings name in can change it from simple to exotic. *facepalm* That may be too petty to qualify as valid input for 5e however so... No stupid exotic weapons. No spiked chains, no mercuric swords, no double-bladed sporks. There are enough crazy weapons in reality from lajatangs to whip-swords without sticking chainsaw-nunchucks into the mix. Why do we need mercuric elven court blades when we already have Flamberges?
 

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Old: 3e style multi-classing. While we are all familiar with it's flaws it was a wonderful character building tool. Less front-loaded classes and reigned in prestige classes could tame the bad while harnessing the good.

And less "back loaded" classes like casters, which just sucked in multi classing (making "hybrid" prestige classes like the PF arcane knight necessary to make them at all valid).
 

Old--Fast gameplay, 3E and 4E are slow.

New--If I was to pick one specific thing, It'd be everyone getting cool things to do(in 4E's case powers). Between playing 4E over the last few years, and computer and console RPGs over the past 20, just swinging a sword or doing mundane things any random joe can do just don't do it anymore.

Borrowed--This one is easy: borrow from World of Darkness the background and resource rules, for playing the game and solving problems through the application of allies, contacts, money, influence, and other resources.

Blew--3E multiclassing
 

Old - That sense of wonder the disappeared around 2000

New - The good points of 4e (wont list em, 4e did alot of things right and we would be fools to dismiss its strengths)

Borrowed - Fate points from FATE.

Blew - All attempts at a multi classing approach to date. Keep trying, we will get it right one of these days.
 

Oi. This is difficult for me. I'm not sure what my favorite edition is....


Old - umm....2e specialty priests? I'd say maybe 3e prestige classes, but the ended up being a horror. Oh I know...less keywords and more plain language (2e and before).

New - Essentials simplicity compatible with complexity.

Borrowed - Zone combat from FATE or Arena combat from Old School Hack. They are very simple but quite flexible.

Blew - All the zillion little fiddly bits from 3e. They seemed cool at first, but eventually it just seemed like way too much work for the benefit (especially as a DM.) 4e has this to a lesser extent, but at least it doesn't affect NPCs as much.
 

Old - THE OGL. :) Or, Adventure-based design that meant that combat encounters aren't the Most Important Thing Ever and that monsters didn't have to be combat threats to be worthy of including in an MM.

New - The Maths. While in many respects the balance is way too draconian, the underlying numbers are invaluable tools for being able to comfortably make a huge range of appropriate challenges. Not that the designers really embraced the potential there, but still, getting the numbers correct out of the gate is very key.

Borrowed - The Burning Wheel's idea of a character's beliefs being central to their advancement. This is a narrative device embedded in the rules, and I lourve it.

Blew - 1e's organization was a nightmare. 2e's elves were redonk. 3e's monster-PC rules were a quixotic mission to begin with. 4e's disdainful rejection of all the fluff that came before and replacing it with Supercool Buzzwords was a colossally dumb move, born of trying to serve the brand before serving the players that give that brand its value in the first place.
 

I'll be the unpopular one here...

Old: Classic Races and Classes (Elves, Humans, Halflings, Dwarves, Half-Orcs, Half Elves) and Fighter, Thief/Rogue, Wizard, Cleric, Druid, Ranger, Paladin with probably inclusive of Bard, Assassin (AS A CLASS), Barbarian, Knight/Cavalier, Illusionist, Sorcerer, Monk.

New: Ritual Magic - I think this is a great way to keep certain spells there, but not abused. Tweak some of their costs...and some of the timing (such as knock spells and such things) and keep them useful.

Borrowed: I didn't like 3e multiclassing...HOWEVER IF one uses 3e style multiclassing, or even the equivalent found in earlier editions known as Dual-classing...use Warhammer's example. If you change classes, it costs XP. It's not an XP penalty, but it will cost you your next level's worth of XP to change classes. In addition, once you change, you have to stick to that class, unless you change back. You can change as many times as you want...and when you actually level (as opposed to switching back and forth..which would cost you XP wise..severly) it won't hurt you with an XP penalty.

Hence if you were a Fighter and wanted to go take a level in Wizard it would cost you however much XP for your next level. Instead of going up a level in Fighter, you'd get to change your class to Wizard...with no level advancement (so it would be 0 level at first, no HP, no nothing until you get enough XP to at least be first level). So if you were a Fighter at 3rd level, instead of going to 4th level, you'd say you changed to the Wizard class. All your abilities would stay as a 3rd level fighter while everyone else went up to 4th level. Then once you earned enough for your NEXT level, you'd gain the abilities of a 1st level Wizard. You then could continue to level as a wizard...UNLESS you wanted another level of Fighter. AT that point, let's say you were a 3rd level Wizard...instead of going up to your next level...you'd have to sacrifice your next XP and retain the abilities of a 3rd level Wizard, and a 3rd level fighter. You'd then once again be the Fighter class, and you could then earn enough XP for your next level to be a 4th level Fighter.

So with 3e's advancement scheme...while a pure class at that point where you are a Fighter/Wizard 4/3 level...the others would be 9th level.

Enables free multiclassing, but skipping around a lot will actually cost you in the long run. Should enable open multiclassing, but at the same time discourage as much abuse as prior times.

Blew: The way 3e handled multiclassing.
 

Old: the possibility to set up small, fast combats opposed to big set pieces.

New: healing possibilities for each character without a cleric.

Borrowed: attack sequences as in Spellbound Kingdoms.

Blew: the generic cleric from the time before 2e specialty priests.
 

Old: rolling stats, seriously

New: 4e has good manual layout and presentation when the actual combat rules are explained

Borrowed: Defense bonuses by class and no weak defense (though they should be done as saves) from Star Wars Saga Edition (SWSE), Second Wind from SWSE, talent trees from SWSE

Blew: 3e balancing MAD classes with SAD classes in a world with point buy and save DCs being set with SAD-based offensive stats
 


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