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<blockquote data-quote="doctorbadwolf" data-source="post: 7012759" data-attributes="member: 6704184"><p>I would certainly enjoy more fluff, but I don't need a faster release schedule of crunch material. </p><p></p><p>I would like for the crunch to be less class focused, however. There are races that haven't been touched, race variant ideas to explore, explorations of differnent kinds of magic items, etc. </p><p></p><p>not to mention that the class options they are putting out for existing classes don't <em>really</em> expand the game much.</p><p></p><p> I'd rather see a whole set of subclasses that bypass the need for multiclassing. </p><p></p><p>Or variant class feature options that can be taken instead of a given class feature when you take level X of class Y. </p><p></p><p>Or a series of subclass options that work more like 4e classes or SWSE characters, with distinct abilities that provide meaningful tactical options in a given round of combat, exploration, or interaction. (the singular thing, IMO, that makes 4e what it is. no amount of broad tactical options like grid spacing and facing/flanking rules will make 5e able to be played like 4e, because that misses the point</p><p></p><p>Rules for organizations, that can be used to build armies, trade fleets, settlements, theives guilds, etc, and provide incentive to adventure in some form via plot hooks provided by the organization, threats to it, etc. </p><p></p><p>Strongholds. with multiple ways of handling them. </p><p></p><p>Rules for the broad magic items of Eberron.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7012759, member: 6704184"] I would certainly enjoy more fluff, but I don't need a faster release schedule of crunch material. I would like for the crunch to be less class focused, however. There are races that haven't been touched, race variant ideas to explore, explorations of differnent kinds of magic items, etc. not to mention that the class options they are putting out for existing classes don't [I]really[/I] expand the game much. I'd rather see a whole set of subclasses that bypass the need for multiclassing. Or variant class feature options that can be taken instead of a given class feature when you take level X of class Y. Or a series of subclass options that work more like 4e classes or SWSE characters, with distinct abilities that provide meaningful tactical options in a given round of combat, exploration, or interaction. (the singular thing, IMO, that makes 4e what it is. no amount of broad tactical options like grid spacing and facing/flanking rules will make 5e able to be played like 4e, because that misses the point Rules for organizations, that can be used to build armies, trade fleets, settlements, theives guilds, etc, and provide incentive to adventure in some form via plot hooks provided by the organization, threats to it, etc. Strongholds. with multiple ways of handling them. Rules for the broad magic items of Eberron. [/QUOTE]
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