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Things You Think Would Improve the Game That We WON'T See
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<blockquote data-quote="unknowable" data-source="post: 9263636" data-attributes="member: 6861330"><p>Things I want to see but know I won't:</p><ul> <li data-xf-list-type="ul">Expertise scaling fixed so it doesn't break bounded accuracy like it does currently.</li> <li data-xf-list-type="ul">Check vs DC standardised instead of opposed rolls outside of iniative.</li> <li data-xf-list-type="ul">Return to flat jump distances based on strength score.</li> <li data-xf-list-type="ul">Fixed invisible condition so it doesn't somehow grant advantage on iniative rolls even if one or more combatants can see/sense the target fully.</li> <li data-xf-list-type="ul">Less ubiquitous dark vision.</li> <li data-xf-list-type="ul">Hero spells (like fireball) and hero monsters (like dragons) that intentionally over perform mathematically, rebalanced to being what their spell level/CR say they are.</li> <li data-xf-list-type="ul">Decoupled spell lists from class, 3 was too few imo. 4 is a better goal.</li> <li data-xf-list-type="ul">Standardised subclass progression (this being scrapped to keep old books selling / "valuable" was a horrible move)</li> <li data-xf-list-type="ul">Death recovery attrition mechanic (to stifle popcorn healing)</li> <li data-xf-list-type="ul">Better HD mechanic that is more effective at creating a longer low level adventuring day.</li> <li data-xf-list-type="ul">Short rest rework.</li> <li data-xf-list-type="ul">Decoupled feats from ASI, no half asi even if there is a feat attached.</li> <li data-xf-list-type="ul">Ability scores replaced by ability modifiers.</li> <li data-xf-list-type="ul">Removal of legendary resistance (yes it needs something to replace it, but it is a bad mechanic imo.)</li> <li data-xf-list-type="ul">Remove counterspell</li> <li data-xf-list-type="ul">Separate Rituals from normal spells and make new rituals, maybe make some that can be cast as spells but only in high level slots.</li> </ul><p>And honestly enabling high level play balance would be nice... at least a semblance of it... but... realistically since they don't have a mathematician on staff and base design on NEEDING over a 70% minimum approval rate on surveys... never happening. It is like asking the audience to a game like LoL to balance the game, not specially knowledgeable people, just the every day players.</p><p></p><p>And yes I have PF2e for balanced play that goes to high levels... but it is also gonzo high magic fantasy superheros play and doesn't well suit more traditional D&D style sandbox adventures like 5e does, plus it runs slower because it has so many more moving pieces in combat. Where as I can comfortably get through 8 combats and a bunch of RP in a weeknight 5e session (3h); I am lucky to get 3-4 combats in a combat only pf2e session of the same length, not bashing it... just what it is.</p></blockquote><p></p>
[QUOTE="unknowable, post: 9263636, member: 6861330"] Things I want to see but know I won't: [LIST] [*]Expertise scaling fixed so it doesn't break bounded accuracy like it does currently. [*]Check vs DC standardised instead of opposed rolls outside of iniative. [*]Return to flat jump distances based on strength score. [*]Fixed invisible condition so it doesn't somehow grant advantage on iniative rolls even if one or more combatants can see/sense the target fully. [*]Less ubiquitous dark vision. [*]Hero spells (like fireball) and hero monsters (like dragons) that intentionally over perform mathematically, rebalanced to being what their spell level/CR say they are. [*]Decoupled spell lists from class, 3 was too few imo. 4 is a better goal. [*]Standardised subclass progression (this being scrapped to keep old books selling / "valuable" was a horrible move) [*]Death recovery attrition mechanic (to stifle popcorn healing) [*]Better HD mechanic that is more effective at creating a longer low level adventuring day. [*]Short rest rework. [*]Decoupled feats from ASI, no half asi even if there is a feat attached. [*]Ability scores replaced by ability modifiers. [*]Removal of legendary resistance (yes it needs something to replace it, but it is a bad mechanic imo.) [*]Remove counterspell [*]Separate Rituals from normal spells and make new rituals, maybe make some that can be cast as spells but only in high level slots. [/LIST] And honestly enabling high level play balance would be nice... at least a semblance of it... but... realistically since they don't have a mathematician on staff and base design on NEEDING over a 70% minimum approval rate on surveys... never happening. It is like asking the audience to a game like LoL to balance the game, not specially knowledgeable people, just the every day players. And yes I have PF2e for balanced play that goes to high levels... but it is also gonzo high magic fantasy superheros play and doesn't well suit more traditional D&D style sandbox adventures like 5e does, plus it runs slower because it has so many more moving pieces in combat. Where as I can comfortably get through 8 combats and a bunch of RP in a weeknight 5e session (3h); I am lucky to get 3-4 combats in a combat only pf2e session of the same length, not bashing it... just what it is. [/QUOTE]
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