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Stuff from your favorite edition you DON'T want in Next
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<blockquote data-quote="TerraDave" data-source="post: 6071054" data-attributes="member: 22260"><p>Where to start...</p><p></p><p>1) Elements in the core (and I am only talking the core of the game) without obvious D&D precedent. No new equivalent of double swords, tanglefoot bags, or dragonborn. They can be in the supplements. </p><p></p><p>2) Fiddly complexity, mostly in spells, but also in things like combat options and class powers, that brings little marginal benefit to the game.</p><p></p><p>3) Long combats due to fiddly complexity, long prep before every battle, option excess (see below), interrupt excess, too many hp, too little damage, too much healing, conditions that drag battle out (well, taken to excess at least)...except when the combat should be epicly long. </p><p></p><p>4) Short combats due to fire and win effects (except when the combat should be short). </p><p></p><p>5) Options (races, classes, feats, spells, powers, items...) that are obviously better, always, then others, or options that are obviously not good.</p><p></p><p>6) Option bloat...this makes 3 worse, and is a problem by itself. </p><p></p><p>7) Options that might be interesting but are suppressed by 5 or 6 or design not accommodating them.</p><p></p><p>8) A game that feels to dry and generic....(take the 2E PHB, please!)...</p><p></p><p>9) Or overdoes the "default setting" with hardwired gods, places, history, background elements, in the foreground (aka players bit) of the game. </p><p></p><p>8) Too much wacky near the core (maxi manga art, gods as monsters, kender and tinker gnomes, double swords, tanglefoot bags, or dragonborn)...</p><p></p><p>9) Or no wacky at all (see above, plus things like "you will never see expedition to the barrier peaks in this edition").</p><p></p><p>That's probably enough for now.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6071054, member: 22260"] Where to start... 1) Elements in the core (and I am only talking the core of the game) without obvious D&D precedent. No new equivalent of double swords, tanglefoot bags, or dragonborn. They can be in the supplements. 2) Fiddly complexity, mostly in spells, but also in things like combat options and class powers, that brings little marginal benefit to the game. 3) Long combats due to fiddly complexity, long prep before every battle, option excess (see below), interrupt excess, too many hp, too little damage, too much healing, conditions that drag battle out (well, taken to excess at least)...except when the combat should be epicly long. 4) Short combats due to fire and win effects (except when the combat should be short). 5) Options (races, classes, feats, spells, powers, items...) that are obviously better, always, then others, or options that are obviously not good. 6) Option bloat...this makes 3 worse, and is a problem by itself. 7) Options that might be interesting but are suppressed by 5 or 6 or design not accommodating them. 8) A game that feels to dry and generic....(take the 2E PHB, please!)... 9) Or overdoes the "default setting" with hardwired gods, places, history, background elements, in the foreground (aka players bit) of the game. 8) Too much wacky near the core (maxi manga art, gods as monsters, kender and tinker gnomes, double swords, tanglefoot bags, or dragonborn)... 9) Or no wacky at all (see above, plus things like "you will never see expedition to the barrier peaks in this edition"). That's probably enough for now. [/QUOTE]
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