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<blockquote data-quote="Randomthoughts" data-source="post: 5770274" data-attributes="member: 6681248"><p>My lessons based in part from KM's list:</p><p> </p><p><strong>* I don't care about the Encounter, I care about the Adventure</strong>: I think I'm missing some nuance here. I see Adventures consisting of many encounters. What am I missing?</p><p> </p><p><strong>* I want to do more than fight things</strong>. 5e should develop non-combat activities but any sub-systems should be optional rules IMO based on some unified mechanic. That mechanic is Skill Challenges, although improvements are needed.</p><p> </p><p>5e should have a separate track for non-combat character progress. Feats should be in separate combat and non-combat pools and each class should have the same # of feats from each pool.</p><p> </p><p><strong>* Combat:</strong> 4e combat is 90% fine, but work on streamlining it. I'd focus on conditions (like save ends, ends on my turn, your turn, etc. - too complicated) and incorporate (perhaps as optional) rules like doing max damage vs bloodied target. </p><p> </p><p>I use 4e combat for set pieces (like "zooming in" at a tactical level). I use Skill Challenges for more narrative-based combats (a strategic level). But a "middle-road" should be developed here. Right now, I've experimented with modified Skill Challenges, but it hasn't hit the mark IMO. </p><p> </p><p><strong>* Powers:</strong> I like them. I like that different classes can use them (whatever they may be called). Make power sources more flavorful though, but as optional rules. Think Dark Sun - arcane powers are much more flavorful there.</p><p> </p><p>Powers should be balanced. One reason 4e has saved me time (as GM) is that I didn't feel the need to scrutinize each and every PC sheet for a "broken" power that would destroy my campaign. Give us (optional) measuring tools for these powers to modify them and be able to gauge their level of effectiveness. IOW, I don't mind breaking balance so long as I know what I'm getting in to. But it's easier to start with balance and break it than the other way around.</p><p> </p><p><strong>* Rituals:</strong> Like the idea of them. Like that GM has control over these potential campaign-breaking powers. Just improve the implementation (specifically, the cost). When I say "cost", I mean the mechanic that governs how often they are used. I'd prefer a mechanic other than gold.</p><p> </p><p><strong>* Roles:</strong> I like the idea of roles; keep them but develop them for non-combat as well. </p><p> </p><p><strong>* Treasure:</strong> I do agree that 4e treasures can be pretty lame. So, spice things up. I prefer less treasure but more powerful items (that can develop over time), but I can see others may want their christmas trees. So, offer options and optional rules.</p><p> </p><p><strong>* Monsters:</strong> 4e did it right with monsters IMHO. Definitely offer electronic support (Monster Builder). I like the single stat block that avoids separate referencing. But create a way (like a point system) to create monsters and their abilities. This way, we can have greater variation, and if they're "not balanced", we'd know (and use them anyway) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />. I do this now in 4e but it can be hit or miss.</p><p> </p><p><strong>* GM's burden:</strong> 4e has made GM prep very easy IME. 5e should keep that and make it better (easier). A key to this, of course, is the Monster Builder. But make it better - like making Terrain/Hazard/Trap Builder(s).</p><p> </p><p><strong>* Stunts:</strong> Refine and expand page 42. Encourage and teach players to make stuff up.</p></blockquote><p></p>
[QUOTE="Randomthoughts, post: 5770274, member: 6681248"] My lessons based in part from KM's list: [B]* I don't care about the Encounter, I care about the Adventure[/B]: I think I'm missing some nuance here. I see Adventures consisting of many encounters. What am I missing? [B]* I want to do more than fight things[/B]. 5e should develop non-combat activities but any sub-systems should be optional rules IMO based on some unified mechanic. That mechanic is Skill Challenges, although improvements are needed. 5e should have a separate track for non-combat character progress. Feats should be in separate combat and non-combat pools and each class should have the same # of feats from each pool. [B]* Combat:[/B] 4e combat is 90% fine, but work on streamlining it. I'd focus on conditions (like save ends, ends on my turn, your turn, etc. - too complicated) and incorporate (perhaps as optional) rules like doing max damage vs bloodied target. I use 4e combat for set pieces (like "zooming in" at a tactical level). I use Skill Challenges for more narrative-based combats (a strategic level). But a "middle-road" should be developed here. Right now, I've experimented with modified Skill Challenges, but it hasn't hit the mark IMO. [B]* Powers:[/B] I like them. I like that different classes can use them (whatever they may be called). Make power sources more flavorful though, but as optional rules. Think Dark Sun - arcane powers are much more flavorful there. Powers should be balanced. One reason 4e has saved me time (as GM) is that I didn't feel the need to scrutinize each and every PC sheet for a "broken" power that would destroy my campaign. Give us (optional) measuring tools for these powers to modify them and be able to gauge their level of effectiveness. IOW, I don't mind breaking balance so long as I know what I'm getting in to. But it's easier to start with balance and break it than the other way around. [B]* Rituals:[/B] Like the idea of them. Like that GM has control over these potential campaign-breaking powers. Just improve the implementation (specifically, the cost). When I say "cost", I mean the mechanic that governs how often they are used. I'd prefer a mechanic other than gold. [B]* Roles:[/B] I like the idea of roles; keep them but develop them for non-combat as well. [B]* Treasure:[/B] I do agree that 4e treasures can be pretty lame. So, spice things up. I prefer less treasure but more powerful items (that can develop over time), but I can see others may want their christmas trees. So, offer options and optional rules. [B]* Monsters:[/B] 4e did it right with monsters IMHO. Definitely offer electronic support (Monster Builder). I like the single stat block that avoids separate referencing. But create a way (like a point system) to create monsters and their abilities. This way, we can have greater variation, and if they're "not balanced", we'd know (and use them anyway) ;). I do this now in 4e but it can be hit or miss. [B]* GM's burden:[/B] 4e has made GM prep very easy IME. 5e should keep that and make it better (easier). A key to this, of course, is the Monster Builder. But make it better - like making Terrain/Hazard/Trap Builder(s). [B]* Stunts:[/B] Refine and expand page 42. Encourage and teach players to make stuff up. [/QUOTE]
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