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<blockquote data-quote="Lord Mhoram" data-source="post: 5771751" data-attributes="member: 4789"><p>My random thoughts on things-</p><p></p><p>Toolkitting/Modularity is a fantastic idea. Keep that at the core of the game. So each GM can use it to play the game he (and his players) want to play.</p><p></p><p>Balance should be more in the hands of the GM than in the hands of the system. Keep the balance between classes better than in early editions, but not so lockstep as 4E... - leave that to GM. If one group's 4th level party is twice as powerful than a different group's that is okay. Yeah this will make adventures sort of tough to right, but have a general "This module is written for this level Attack Bonus, and this amount of hit points/AC" instead of level.</p><p></p><p>Similarly If the PCs take a wrong turn, go into the wrong cave and run into stuff 10 levels over their level; great. It's a learning experience that not all encounters in the world are balanced for their level.</p><p></p><p>Mmagic items not part of the calculation of standard power level (this ties in to the non-lockstep level powerlevel above). This means that a party without Magic items can adventure one way, and a party with a lot can hit the same adventure at an earlier level. Fine. No problems. Things do not have to be exactly the same across all tables. Standardizing that takes away some of the "magic" of magic items or some special abilities.</p><p></p><p>In relation to the above ideas, have a "Suggested design" per level with an average of what spell level, attack bonus, hits, AC, saves are - but don't enforce that suggested design. That is for new GMs who don't understand balance, or for GMs who don't want to spent time thinking about it (instead thinking of tactics, roleplaying or worldbuilding) to not have to worry about it.</p><p></p><p>While not full support, the ability of single player gaming. Most of the early editions you could run a group through a module with only 2 PCs without much adjustement. Maybe an extra magic item, and a level or two higher than the module would assume. 4E doesn't do that well. Bring that back.</p><p></p><p>Lots and Lots (and lots) of options for customization in game, and in characterization. 3rd had about the level of customization I liked <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> - or the old dragon article that had a system for building you own race/class for BECMI. Of course dials there so if a group doesn't want to get that detailed they do not have to.</p><p></p><p>If a GM can choose different modules for different styles of game, have the modules speak to each other, especially upwardly. Say you play a game that has BECMI or 1st AD&D style combat for most of the combat, but go full tactical/miniature for the boss fight (2 separate fighting modules) have the stats in the more detailed version have all the info for the lesser version - so that all could be done in a single night. Instead of just for different games.</p><p></p><p>Use the same rules for player and Monster/NPC generation, but (and this is a big one) sliding scale as above. GM wants to generate a bunch of toss off monster for the evening - he can use the simple chargen system that takes 5 minutes to generate that NPC - but if the NPC is going to be a campaign level NPC where details are important, then this person is built with the full detailed rules.</p><p></p><p>As to specifics, I like the daily/encounter/at will - but that isn't the only powers and abilities the characters have. Perhaps the magical type is a merge of 3rd Mage and Sorcerer - some spontaneous other prepared spells. And some minor ones that never run out (so they can hit with basic damage in their flavor (magic, weapons etc) all the time - no "Out of spells, have to pull out the sling"</p><p></p><p>Spontaneous casting for all diving classes - they don't prepare spells or learn powers - they call on their God for what they need right then. Nice seprationi from arcane Magic.</p><p></p><p>Allow decent multiclassing (as noted in the flexibility above). 3rd gimped a Fighter/Mage multiclass, and previous editions made them much more powerful than a single of either class. Tall order I know.</p><p></p><p>Open ended advancement - no actual level cap. Although if the rules change at a certain point (like losing auto advancement in Saves/attack etc after 20th) is fine. Just have something that allows a character to keep going - I ran a 1st ed game for my wife for 14 years - she was 35th level (with extras) when we stopped. Long term play is nice, and a little support for it would be welcome. Not a lot, but enough to allow it. </p><p></p><p>Support for and balance of mid and high level play.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 5771751, member: 4789"] My random thoughts on things- Toolkitting/Modularity is a fantastic idea. Keep that at the core of the game. So each GM can use it to play the game he (and his players) want to play. Balance should be more in the hands of the GM than in the hands of the system. Keep the balance between classes better than in early editions, but not so lockstep as 4E... - leave that to GM. If one group's 4th level party is twice as powerful than a different group's that is okay. Yeah this will make adventures sort of tough to right, but have a general "This module is written for this level Attack Bonus, and this amount of hit points/AC" instead of level. Similarly If the PCs take a wrong turn, go into the wrong cave and run into stuff 10 levels over their level; great. It's a learning experience that not all encounters in the world are balanced for their level. Mmagic items not part of the calculation of standard power level (this ties in to the non-lockstep level powerlevel above). This means that a party without Magic items can adventure one way, and a party with a lot can hit the same adventure at an earlier level. Fine. No problems. Things do not have to be exactly the same across all tables. Standardizing that takes away some of the "magic" of magic items or some special abilities. In relation to the above ideas, have a "Suggested design" per level with an average of what spell level, attack bonus, hits, AC, saves are - but don't enforce that suggested design. That is for new GMs who don't understand balance, or for GMs who don't want to spent time thinking about it (instead thinking of tactics, roleplaying or worldbuilding) to not have to worry about it. While not full support, the ability of single player gaming. Most of the early editions you could run a group through a module with only 2 PCs without much adjustement. Maybe an extra magic item, and a level or two higher than the module would assume. 4E doesn't do that well. Bring that back. Lots and Lots (and lots) of options for customization in game, and in characterization. 3rd had about the level of customization I liked :) - or the old dragon article that had a system for building you own race/class for BECMI. Of course dials there so if a group doesn't want to get that detailed they do not have to. If a GM can choose different modules for different styles of game, have the modules speak to each other, especially upwardly. Say you play a game that has BECMI or 1st AD&D style combat for most of the combat, but go full tactical/miniature for the boss fight (2 separate fighting modules) have the stats in the more detailed version have all the info for the lesser version - so that all could be done in a single night. Instead of just for different games. Use the same rules for player and Monster/NPC generation, but (and this is a big one) sliding scale as above. GM wants to generate a bunch of toss off monster for the evening - he can use the simple chargen system that takes 5 minutes to generate that NPC - but if the NPC is going to be a campaign level NPC where details are important, then this person is built with the full detailed rules. As to specifics, I like the daily/encounter/at will - but that isn't the only powers and abilities the characters have. Perhaps the magical type is a merge of 3rd Mage and Sorcerer - some spontaneous other prepared spells. And some minor ones that never run out (so they can hit with basic damage in their flavor (magic, weapons etc) all the time - no "Out of spells, have to pull out the sling" Spontaneous casting for all diving classes - they don't prepare spells or learn powers - they call on their God for what they need right then. Nice seprationi from arcane Magic. Allow decent multiclassing (as noted in the flexibility above). 3rd gimped a Fighter/Mage multiclass, and previous editions made them much more powerful than a single of either class. Tall order I know. Open ended advancement - no actual level cap. Although if the rules change at a certain point (like losing auto advancement in Saves/attack etc after 20th) is fine. Just have something that allows a character to keep going - I ran a 1st ed game for my wife for 14 years - she was 35th level (with extras) when we stopped. Long term play is nice, and a little support for it would be welcome. Not a lot, but enough to allow it. Support for and balance of mid and high level play. [/QUOTE]
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