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<blockquote data-quote="Quickleaf" data-source="post: 5657494" data-attributes="member: 20323"><p>Like most of us hardcore gamers, I've got tons of ideas for what I'd like to see in the next incarnation of D&D. First, I wanted to respond to....</p><p></p><p></p><p>I'd actually like to see a "goon" between minions and standard monsters, lots of good homebrew ideas out there for this.</p><p></p><p>Also, I'd like to see the design with healing surges (or whatever healing mechanic is used) and hit points to be pushed a bit. What if surges could be used for other things? How do you handle surges/healing in one encounter a day adventures?</p><p></p><p>I agree as they're done now they're a pain, and wouldn't mind seeing modifiers (-2 attack and such) nixed, less conditions overall, and durations changed to really obvious things like "for the rest of the encounter." Then there could be powers/spells which allow conditions to be removed. Something simpler, and, as others have pointed out, keeping in mind how these things are actually tracked at the table.</p><p></p><p></p><p>I'm all for "beginner" and "expert" classes so long as it doesn't restrict the theme of the character a player is going for. IMO, i my friend wants to play a sorcerer or mage, she should be able to do so at either "beginner" or "expert" level.</p><p></p><p></p><p>Yes, a thousand times yes. Make monsters harder hitting, give them strange resistances to be overcome or weaknesses to be exploited, make them more *interesting*.</p><p></p><p>Absolutely.</p><p></p><p>One idea I'd be interested in seeing implemented in character creation is a talent system. For example, a Fighter (in addition to class features) would have access to say 6 talent trees like Sword & Board, Great Weapon, Stamina, Defender, etc. There could be a little crossover with some classes, for example Barbarians could also have access to the Great Weapon talents, and a Paladin could also have access to Defender or Sword & Board talents. Then talents would incorporate powers, feats, and some power/upgrade type class features. Rather than having a dozen powers you might have five which upgrade as you advance. </p><p></p><p>This makes multi-classing or hybrid characters easier to implement - mix and match talent trees. It also allows future supplements to expand on existing classes by adding new talent trees instead of new classes.</p><p></p><p>In a hypothetical 5e here's how I imagine the fighter's basic mechanics might look:</p><p></p><p style="margin-left: 20px"><strong><span style="color: DarkOrange">FIGHTER</span></strong></p> <p style="margin-left: 20px"><strong><span style="color: DarkOrange"></span></strong><span style="color: DarkOrange"><strong>Core Features: </strong>"Shake It Off", the fighter can spend healing surges/action points to remove conditions.</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span><span style="color: DarkOrange"><strong>Talents: </strong>Choose 2 talents at 1st level and gain one each additional level</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span><span style="color: DarkOrange"><strong>Class Talent Trees: </strong>Sword & Board, Great Weapon, Stamina, Defender, Armiger, Campaigning</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Defenses: </strong>+2 Constitution</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Skills: </strong>Reduce DC of all "fightery" stuff by one step, and choose one specialization</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>HP, Surges, Weapon/Armor Proficiency: </strong>Same as 4e</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"><strong>Fighter Themes: </strong>Choose one theme and gain the class features associated with it. Knight (choose an order/liege), Mercenary (choose a banner), Peasant Hero (choose an occupation)</span></p> <p style="margin-left: 20px"><span style="color: DarkOrange"></span></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5657494, member: 20323"] Like most of us hardcore gamers, I've got tons of ideas for what I'd like to see in the next incarnation of D&D. First, I wanted to respond to.... I'd actually like to see a "goon" between minions and standard monsters, lots of good homebrew ideas out there for this. Also, I'd like to see the design with healing surges (or whatever healing mechanic is used) and hit points to be pushed a bit. What if surges could be used for other things? How do you handle surges/healing in one encounter a day adventures? I agree as they're done now they're a pain, and wouldn't mind seeing modifiers (-2 attack and such) nixed, less conditions overall, and durations changed to really obvious things like "for the rest of the encounter." Then there could be powers/spells which allow conditions to be removed. Something simpler, and, as others have pointed out, keeping in mind how these things are actually tracked at the table. I'm all for "beginner" and "expert" classes so long as it doesn't restrict the theme of the character a player is going for. IMO, i my friend wants to play a sorcerer or mage, she should be able to do so at either "beginner" or "expert" level. Yes, a thousand times yes. Make monsters harder hitting, give them strange resistances to be overcome or weaknesses to be exploited, make them more *interesting*. Absolutely. One idea I'd be interested in seeing implemented in character creation is a talent system. For example, a Fighter (in addition to class features) would have access to say 6 talent trees like Sword & Board, Great Weapon, Stamina, Defender, etc. There could be a little crossover with some classes, for example Barbarians could also have access to the Great Weapon talents, and a Paladin could also have access to Defender or Sword & Board talents. Then talents would incorporate powers, feats, and some power/upgrade type class features. Rather than having a dozen powers you might have five which upgrade as you advance. This makes multi-classing or hybrid characters easier to implement - mix and match talent trees. It also allows future supplements to expand on existing classes by adding new talent trees instead of new classes. In a hypothetical 5e here's how I imagine the fighter's basic mechanics might look: [INDENT][B][COLOR=DarkOrange]FIGHTER [/COLOR][/B][COLOR=DarkOrange][B]Core Features: [/B]"Shake It Off", the fighter can spend healing surges/action points to remove conditions. [/COLOR][COLOR=DarkOrange][B]Talents: [/B]Choose 2 talents at 1st level and gain one each additional level [/COLOR][COLOR=DarkOrange][B]Class Talent Trees: [/B]Sword & Board, Great Weapon, Stamina, Defender, Armiger, Campaigning [B]Defenses: [/B]+2 Constitution [B]Skills: [/B]Reduce DC of all "fightery" stuff by one step, and choose one specialization [B]HP, Surges, Weapon/Armor Proficiency: [/B]Same as 4e [B]Fighter Themes: [/B]Choose one theme and gain the class features associated with it. Knight (choose an order/liege), Mercenary (choose a banner), Peasant Hero (choose an occupation) [/COLOR][/INDENT] [/QUOTE]
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