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<blockquote data-quote="Dannager" data-source="post: 5769806" data-attributes="member: 73683"><p><strong>On Monsters:</strong></p><p></p><p>I think 4e got monsters right, mechanically. They're pretty much spot-on, especially from MM3 onwards. They are individually interesting, easy to run, and straightforward to reskin. The stuff outside the statblock is much less important to me.</p><p></p><p>Solos, elites, standards, and minions all need to be in there. This was a brilliant idea that graduated thought on how monsters worked in D&D from creatures in a gameplay vacuum to creatures who had a place in the context of the encounter system.</p><p></p><p><strong>On Activities Outside Combat:</strong></p><p></p><p>I don't know what to do about this. I want cool tactical combat, and I dislike shallow subsystems. I'm worried that anything except a broad framework (like the skill challenge system) would simply take up too much space or be too tough to balance in terms of providing a unique experience for each type of activity. Ideally, yes, exploration and intrigue and stealth and everything else would have its own rules structure to support it. I just don't think it's feasible.</p><p></p><p><strong>On Combat:</strong></p><p></p><p>I'm happy with 4e's combat, and to a lesser extent with 3e's combat. I think it could move faster, but it would come at a price - you'd lose some of the complexity and depth that make it really compelling from a mechanical point of view. I think that's important.</p><p></p><p><strong>On Powers:</strong></p><p></p><p>They should stay, and I like the idea of grouping them by power source rather than class. Maybe include some keywords in powers that make them more effective for certain classes?</p><p></p><p><strong>On Modularity:</strong></p><p></p><p>This is the part I'm most concerned about. Tacking things on optionally will probably be a balance nightmare, and balance is important if anything like the tactical considerations of 3e or 4e are left intact. I will withhold judgment, and I hope they figure out a way to make it work without creating an enormous workload.</p><p></p><p><strong>On Options:</strong></p><p></p><p>Give me lots. I love options. Options forever. I want my character to feel thematically unique, and there's nothing more satisfying than being able to pick out rules options that embody exactly the thematic notes you're trying to hit. Provide straightforward ways of restricting options for those DMs or players who hate lots of options, but understand that options are popular and give you an easy way to grow the game.</p><p></p><p><strong>On Digital Tools:</strong></p><p></p><p>Have the equivalent of a Compendium and Character Builder available at launch, at a minimum. You can't go back.</p><p></p><p><strong>On Feats:</strong></p><p></p><p>Give us lots of them, and separate them into two categories - combat feats and non-combat feats. When characters level up, alternate which feat category they get to choose from so that a character has half combat feats and half non-combat feats. Double the number of feats awarded if necessary. I love feats. Feats for everyone!</p></blockquote><p></p>
[QUOTE="Dannager, post: 5769806, member: 73683"] [B]On Monsters:[/B] I think 4e got monsters right, mechanically. They're pretty much spot-on, especially from MM3 onwards. They are individually interesting, easy to run, and straightforward to reskin. The stuff outside the statblock is much less important to me. Solos, elites, standards, and minions all need to be in there. This was a brilliant idea that graduated thought on how monsters worked in D&D from creatures in a gameplay vacuum to creatures who had a place in the context of the encounter system. [B]On Activities Outside Combat:[/B] I don't know what to do about this. I want cool tactical combat, and I dislike shallow subsystems. I'm worried that anything except a broad framework (like the skill challenge system) would simply take up too much space or be too tough to balance in terms of providing a unique experience for each type of activity. Ideally, yes, exploration and intrigue and stealth and everything else would have its own rules structure to support it. I just don't think it's feasible. [B]On Combat:[/B] I'm happy with 4e's combat, and to a lesser extent with 3e's combat. I think it could move faster, but it would come at a price - you'd lose some of the complexity and depth that make it really compelling from a mechanical point of view. I think that's important. [B]On Powers:[/B] They should stay, and I like the idea of grouping them by power source rather than class. Maybe include some keywords in powers that make them more effective for certain classes? [B]On Modularity:[/B] This is the part I'm most concerned about. Tacking things on optionally will probably be a balance nightmare, and balance is important if anything like the tactical considerations of 3e or 4e are left intact. I will withhold judgment, and I hope they figure out a way to make it work without creating an enormous workload. [B]On Options:[/B] Give me lots. I love options. Options forever. I want my character to feel thematically unique, and there's nothing more satisfying than being able to pick out rules options that embody exactly the thematic notes you're trying to hit. Provide straightforward ways of restricting options for those DMs or players who hate lots of options, but understand that options are popular and give you an easy way to grow the game. [B]On Digital Tools:[/B] Have the equivalent of a Compendium and Character Builder available at launch, at a minimum. You can't go back. [B]On Feats:[/B] Give us lots of them, and separate them into two categories - combat feats and non-combat feats. When characters level up, alternate which feat category they get to choose from so that a character has half combat feats and half non-combat feats. Double the number of feats awarded if necessary. I love feats. Feats for everyone! [/QUOTE]
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