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<blockquote data-quote="Gargoyle" data-source="post: 5657595" data-attributes="member: 529"><p>I guess I'd like to see:</p><p></p><p><strong>More Layers so we don't need so many classes</strong>. Get it down to seven or eight classes to cover the basic archetypes. For more esoteric concepts like ardents and seekers, or even assassins and barbarians, use layers like themes and paragon paths to define these character types. There should be enough layers so that we never feel the need to see a new class appear in a Dragon article or splatbook. That way the classes can all get adequate support.</p><p></p><p><strong>Variety of Class design.</strong> No two classes should be quite the same, some should be fully AEDU, some fully essentialized, but all should have their tweaks to make them play differently. I'm perfectly ok with some using point systems and some using Vancian magic, etc. Variety is the reason to have different classes, as long as the mechanics support the feel of the archetype. With fewer classes, adequate balance should still be obtainable, and a new class should only be acceptable if it supports an archetype that can't be supported any other way, and only if the class has unique mechanics.</p><p></p><p><strong>Multiclass support right out of the gate</strong>. Classes should be designed from the get go to support easy multiclassing using the concept of 4e hybrids, not 4e multiclassing. So within the 5e fighter and wizard class descriptions, you can easily tell which options a multiclassed (I just dislike the word hybrid) fighter/wizard would get.</p><p></p><p><strong>Feats need to be divided into combat and non-combat silos</strong>. You shouldn't have to ever choose between a non-combat feat and a combat feat, they should be two different lists. </p><p></p><p><strong>Skill Challenges</strong> need to be part of the combat system, not a separate system, and they should probably be a minor part of that system, just like skills are a minor system compared to combat. In other words, I don't want encounters that are entirely skill challenges, I want combat encounters or roleplaying encounters that sometimes have a skill challenge or two in them.</p><p></p><p><strong>Roleplaying</strong> does need more presentation in D&D, and not just in 'starter' rules or DM books. To support this, they need to experiment with some tangible ways to increase roleplaying, not just give examples of play in the books and encourage players to create backgrounds. Card play in Torg springs to mind, where players are rewarded for roleplaying out sub plots and for dramatic actions other than blasting the bad guy. I'm not saying the Fate cards are the right direction, as I'm not familiar with them, but the Torg deck actually did work well for encouraging roleplaying. But I also think that roleplaying itself, and systems that encourage it, should be optional. Not everyone wants to roleplay, and they are perfectly happy playing hack n slash D&D.</p><p></p><p><strong>Combat needs to be quicker. </strong> I think simplifying the initiative rules could go a long way to this. I shouldn't need cards or a computer to track initiative. Going back to a simple system where the highest Initiative bonus goes first seems to work well enough. More complex systems like the current one could be optional.</p><p></p><p><strong>Miniatures and battle grids need to be optional.</strong> I like them, but I certainly see the need for D&D games without them. I'd like to play a quick game at lunch sometime and not have to dig through my mini's and dungeon tiles.</p><p></p><p><strong>Skills like Diplomacy and Intimidate that replace roleplaying need to be optional.</strong></p><p></p><p><strong>Magic items shouldn't have math bonuses on them, ever</strong>. It's boring. Magic items shouldn't be so necessary as they are now. They aren't rewards, they are simply scheduled to appear at certain levels and players are even encouraged to create wish lists to get what they need. Not want, need, because if they don't get a certain bonus on their weapons and implements, they can't fulfill their role, which leads me to:</p><p></p><p><strong>Ability scores need to be less important in combat. </strong> You shouldn't feel like you are hamstringing your party by playing a fighter with average Strength. The other scores should give you some interesting choices, and you should still be a basically decent fighter if played well, but right now you are crippled.</p><p></p><p><strong>Only one rulebook that you have to buy to play or DM.</strong> The book would be a combination of the PHB, DMG, and Monster Manual, and would include a lifetime license for DDI to use the Character Builder only. I wouldn't expect or need a lot of monsters, but I'd like complete rules in there for all the classes, and all the non-optional rules. Advanced rules for mini's and battlegrids, for skills and rituals, etc, and even for roleplaying, could be in other volumes and of course in DDI.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 5657595, member: 529"] I guess I'd like to see: [B]More Layers so we don't need so many classes[/B]. Get it down to seven or eight classes to cover the basic archetypes. For more esoteric concepts like ardents and seekers, or even assassins and barbarians, use layers like themes and paragon paths to define these character types. There should be enough layers so that we never feel the need to see a new class appear in a Dragon article or splatbook. That way the classes can all get adequate support. [B]Variety of Class design.[/B] No two classes should be quite the same, some should be fully AEDU, some fully essentialized, but all should have their tweaks to make them play differently. I'm perfectly ok with some using point systems and some using Vancian magic, etc. Variety is the reason to have different classes, as long as the mechanics support the feel of the archetype. With fewer classes, adequate balance should still be obtainable, and a new class should only be acceptable if it supports an archetype that can't be supported any other way, and only if the class has unique mechanics. [B]Multiclass support right out of the gate[/B]. Classes should be designed from the get go to support easy multiclassing using the concept of 4e hybrids, not 4e multiclassing. So within the 5e fighter and wizard class descriptions, you can easily tell which options a multiclassed (I just dislike the word hybrid) fighter/wizard would get. [B]Feats need to be divided into combat and non-combat silos[/B]. You shouldn't have to ever choose between a non-combat feat and a combat feat, they should be two different lists. [B]Skill Challenges[/B] need to be part of the combat system, not a separate system, and they should probably be a minor part of that system, just like skills are a minor system compared to combat. In other words, I don't want encounters that are entirely skill challenges, I want combat encounters or roleplaying encounters that sometimes have a skill challenge or two in them. [B]Roleplaying[/b] does need more presentation in D&D, and not just in 'starter' rules or DM books. To support this, they need to experiment with some tangible ways to increase roleplaying, not just give examples of play in the books and encourage players to create backgrounds. Card play in Torg springs to mind, where players are rewarded for roleplaying out sub plots and for dramatic actions other than blasting the bad guy. I'm not saying the Fate cards are the right direction, as I'm not familiar with them, but the Torg deck actually did work well for encouraging roleplaying. But I also think that roleplaying itself, and systems that encourage it, should be optional. Not everyone wants to roleplay, and they are perfectly happy playing hack n slash D&D. [B]Combat needs to be quicker. [/B] I think simplifying the initiative rules could go a long way to this. I shouldn't need cards or a computer to track initiative. Going back to a simple system where the highest Initiative bonus goes first seems to work well enough. More complex systems like the current one could be optional. [B]Miniatures and battle grids need to be optional.[/B] I like them, but I certainly see the need for D&D games without them. I'd like to play a quick game at lunch sometime and not have to dig through my mini's and dungeon tiles. [B]Skills like Diplomacy and Intimidate that replace roleplaying need to be optional.[/B] [B]Magic items shouldn't have math bonuses on them, ever[/B]. It's boring. Magic items shouldn't be so necessary as they are now. They aren't rewards, they are simply scheduled to appear at certain levels and players are even encouraged to create wish lists to get what they need. Not want, need, because if they don't get a certain bonus on their weapons and implements, they can't fulfill their role, which leads me to: [B]Ability scores need to be less important in combat. [/B] You shouldn't feel like you are hamstringing your party by playing a fighter with average Strength. The other scores should give you some interesting choices, and you should still be a basically decent fighter if played well, but right now you are crippled. [B]Only one rulebook that you have to buy to play or DM.[/B] The book would be a combination of the PHB, DMG, and Monster Manual, and would include a lifetime license for DDI to use the Character Builder only. I wouldn't expect or need a lot of monsters, but I'd like complete rules in there for all the classes, and all the non-optional rules. Advanced rules for mini's and battlegrids, for skills and rituals, etc, and even for roleplaying, could be in other volumes and of course in DDI. [/QUOTE]
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