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<blockquote data-quote="Evilhalfling" data-source="post: 5771577" data-attributes="member: 16991"><p>1. Healing: minor action, small heals. Allowing a healer to do something rather than heal. (standard actions are fine for Large heals, or mass heals) </p><p>Non-Cleric Healers! warlord, bard and druid with enough healing to serve the role.</p><p></p><p>2. NPC and PCs are different. This decreased my workload/brain damage.</p><p>Even in late 3.5 I had a table of expected attack bonus, defenses, hp and damage. I pre-made most monsters, using this rather than the Attack bonus based on type/stats that the system actually used. Why fill space with dozens of spell-like powers, when monsters only get about 1-4 actions? </p><p></p><p>3. Rituals. I like the division of combat/noncombat spells. Cost and time need to be reduced, (such as in late 4e articles) </p><p></p><p>4. Less Errata. I want the <u>book</u> to actually be useful after I have owned it a year. </p><p></p><p>Separate Systems (not wanted, but here are a few that could be added late) after the initial bugs were worked out. Most of these I still consider necessary, just not crucial to the game when first published.</p><p></p><p>A: epic tier </p><p>B: Psionics </p><p>C: Complicated clerics (by diety) </p><p>D: Martial Arts (beyond punch/Grab) </p><p>E: Caster Specialization. (elementalists, demonolgists, necromancers, hedge mages, etc.)</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 5771577, member: 16991"] 1. Healing: minor action, small heals. Allowing a healer to do something rather than heal. (standard actions are fine for Large heals, or mass heals) Non-Cleric Healers! warlord, bard and druid with enough healing to serve the role. 2. NPC and PCs are different. This decreased my workload/brain damage. Even in late 3.5 I had a table of expected attack bonus, defenses, hp and damage. I pre-made most monsters, using this rather than the Attack bonus based on type/stats that the system actually used. Why fill space with dozens of spell-like powers, when monsters only get about 1-4 actions? 3. Rituals. I like the division of combat/noncombat spells. Cost and time need to be reduced, (such as in late 4e articles) 4. Less Errata. I want the [U]book[/U] to actually be useful after I have owned it a year. Separate Systems (not wanted, but here are a few that could be added late) after the initial bugs were worked out. Most of these I still consider necessary, just not crucial to the game when first published. A: epic tier B: Psionics C: Complicated clerics (by diety) D: Martial Arts (beyond punch/Grab) E: Caster Specialization. (elementalists, demonolgists, necromancers, hedge mages, etc.) [/QUOTE]
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