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Version 5.25 -- what do you change?
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<blockquote data-quote="Blue" data-source="post: 7838048" data-attributes="member: 20564"><p>This really depends on how much change D&D 5.25 has. If it needs to be fully compatible with what's out there, it limits the possible changes, including the biggest issue I have (resource recovery models).</p><p></p><p><u>5.25 - Fully Compatible</u></p><ul> <li data-xf-list-type="ul">More tools and guidance for DMs to tweak the classes for their table and setting.</li> <li data-xf-list-type="ul">Shorten Short Rest time but limit per day - basically make sure they can happen whenever there's a break but don't change the balance on how often their powers can expect to work.</li> <li data-xf-list-type="ul">Add in some multi-roll resolution systems for other pillars of play. The concept of a skill challange from 4e is good. Just fix the math and also allow other types of resources (spells, knowledge, etc) to add. And have the possibility for separate win(s) and fail(s) tracks - it's not always on the same axis.</li> <li data-xf-list-type="ul">Rules for abstracting combat - for example treat the (much lower CR than the players) crew of a ship as a swarm for quick resolution. Or a quick system for a high level party finishing off a goblin patrol. Even if it's a roll each and a quick montage.</li> <li data-xf-list-type="ul">Finish off the sacred cow of one initiative per creature per round, and rework solos based on that. (It's partially dead already with legendary & lair actions.)</li> <li data-xf-list-type="ul">Make inspiration more than a bolt on. Integrate it into the classes. Bards directly use it, etc.</li> <li data-xf-list-type="ul">Add in long term attrition options for the DM besides Exhaustion and only regaining half your HD.</li> <li data-xf-list-type="ul">Add in more options for ability scores for each class. A tactical fighter might use INT in place of DEX for AC and Initiative, etc.</li> <li data-xf-list-type="ul">Workable pets.</li> </ul><p><u>5.5 - Not fully compatible but still the same base rules as 5.0</u></p><ul> <li data-xf-list-type="ul">Change ability score bonuses. Reduce racial mods, give choice of a +2 from list. Give +2 from list also to background, and to class. None of them can be the same. Suddenly all have meaning.</li> <li data-xf-list-type="ul">Rebalance the ability scores - less to DEX, more to INT and STR.</li> <li data-xf-list-type="ul">Give classes choice of prime ability scores. Is your bard a performer (CHR based) or a loremaster (INT based)?</li> <li data-xf-list-type="ul">Make races more feature rich / powerful. Keeps them a relevant choice, plus gives design room for things like large races and flying races. Also give more options (feats) for races to advance.</li> <li data-xf-list-type="ul">Rebalance around 3-4 encounters per long rest. Alternately put in rules where a sleep may not be enough for a long rest - also need safety, comfort, etc.</li> <li data-xf-list-type="ul">Reduce number of low level spell slots at high levels. Just like a character with few spells known will reduce lower level spells to add in upper level one, do the same here. Keep the total number of slots growing slowly after Tier 1 to help keep casters linear and not dominating in all the pillars by having too much flexibility.</li> <li data-xf-list-type="ul">Add more non-combat abilities to non-casters.</li> <li data-xf-list-type="ul">Fix subclasses that change playstyle. Like holding off needed skills or proficiencies until 3rd. However, keep the balance where multiclassing cherry-picking isn't the best long term option.</li> <li data-xf-list-type="ul">Work in a 1st or 2nd level feat. Character level, not class level, so no doubling up with it via multiclassing.</li> </ul><p>(And there's been a few 6E threads recently, if you want to see what I'd do in a whole new edition.)</p></blockquote><p></p>
[QUOTE="Blue, post: 7838048, member: 20564"] This really depends on how much change D&D 5.25 has. If it needs to be fully compatible with what's out there, it limits the possible changes, including the biggest issue I have (resource recovery models). [U]5.25 - Fully Compatible[/U] [LIST] [*]More tools and guidance for DMs to tweak the classes for their table and setting. [*]Shorten Short Rest time but limit per day - basically make sure they can happen whenever there's a break but don't change the balance on how often their powers can expect to work. [*]Add in some multi-roll resolution systems for other pillars of play. The concept of a skill challange from 4e is good. Just fix the math and also allow other types of resources (spells, knowledge, etc) to add. And have the possibility for separate win(s) and fail(s) tracks - it's not always on the same axis. [*]Rules for abstracting combat - for example treat the (much lower CR than the players) crew of a ship as a swarm for quick resolution. Or a quick system for a high level party finishing off a goblin patrol. Even if it's a roll each and a quick montage. [*]Finish off the sacred cow of one initiative per creature per round, and rework solos based on that. (It's partially dead already with legendary & lair actions.) [*]Make inspiration more than a bolt on. Integrate it into the classes. Bards directly use it, etc. [*]Add in long term attrition options for the DM besides Exhaustion and only regaining half your HD. [*]Add in more options for ability scores for each class. A tactical fighter might use INT in place of DEX for AC and Initiative, etc. [*]Workable pets. [/LIST] [U]5.5 - Not fully compatible but still the same base rules as 5.0[/U] [LIST] [*]Change ability score bonuses. Reduce racial mods, give choice of a +2 from list. Give +2 from list also to background, and to class. None of them can be the same. Suddenly all have meaning. [*]Rebalance the ability scores - less to DEX, more to INT and STR. [*]Give classes choice of prime ability scores. Is your bard a performer (CHR based) or a loremaster (INT based)? [*]Make races more feature rich / powerful. Keeps them a relevant choice, plus gives design room for things like large races and flying races. Also give more options (feats) for races to advance. [*]Rebalance around 3-4 encounters per long rest. Alternately put in rules where a sleep may not be enough for a long rest - also need safety, comfort, etc. [*]Reduce number of low level spell slots at high levels. Just like a character with few spells known will reduce lower level spells to add in upper level one, do the same here. Keep the total number of slots growing slowly after Tier 1 to help keep casters linear and not dominating in all the pillars by having too much flexibility. [*]Add more non-combat abilities to non-casters. [*]Fix subclasses that change playstyle. Like holding off needed skills or proficiencies until 3rd. However, keep the balance where multiclassing cherry-picking isn't the best long term option. [*]Work in a 1st or 2nd level feat. Character level, not class level, so no doubling up with it via multiclassing. [/LIST] (And there's been a few 6E threads recently, if you want to see what I'd do in a whole new edition.) [/QUOTE]
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