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*Dungeons & Dragons
Version 5.25 -- what do you change?
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<blockquote data-quote="Blue" data-source="post: 7839448" data-attributes="member: 20564"><p>"Redesign all feat to include +1" seem like it means "reverse feats being a big deal in 5e by neutering all of the pure feats so they are still balanced with a +1."</p><p></p><p>But even if it's boosting feats, I'd dislike this. There's be so much focus on taking feats that increase your prime ability score that most instances of a class will be really the same because there's not a lot of variation, especially when looking for 3 or 4 feats with the same ability score mod. So this will drastically reduce variations in characters of the same class - campaign after campaign they will have the same build.</p><p></p><p></p><p></p><p>Yes please. </p><p></p><p>Actually, I originally hoped subclasses should be class independant. So you could have a "Primal woodsman" subclass, and you might pick it for your fighter to have ranger-like things, or your barbarian, but also maybe your wizard. SO on and so forth.</p><p></p><p></p><p></p><p>Like both of these as well.</p><p></p><p></p><p></p><p>Free healing has very little to do with this. I'd definitely want to drop the expected number of encounters too, but personal healing freed us from requiring a party has a healer and I never want to return there.</p><p></p><p></p><p></p><p>With bounded accuracy controlling chance to hit, HPs are the primary knob the designers have to keep things (PCs or foes) alive. So it's going to be many multiple of single character-round worth of damage. If you do 5 damage vs. a 60 HP creature or 50 damage vs. a 600 HP creature it's the same thing.</p></blockquote><p></p>
[QUOTE="Blue, post: 7839448, member: 20564"] "Redesign all feat to include +1" seem like it means "reverse feats being a big deal in 5e by neutering all of the pure feats so they are still balanced with a +1." But even if it's boosting feats, I'd dislike this. There's be so much focus on taking feats that increase your prime ability score that most instances of a class will be really the same because there's not a lot of variation, especially when looking for 3 or 4 feats with the same ability score mod. So this will drastically reduce variations in characters of the same class - campaign after campaign they will have the same build. Yes please. Actually, I originally hoped subclasses should be class independant. So you could have a "Primal woodsman" subclass, and you might pick it for your fighter to have ranger-like things, or your barbarian, but also maybe your wizard. SO on and so forth. Like both of these as well. Free healing has very little to do with this. I'd definitely want to drop the expected number of encounters too, but personal healing freed us from requiring a party has a healer and I never want to return there. With bounded accuracy controlling chance to hit, HPs are the primary knob the designers have to keep things (PCs or foes) alive. So it's going to be many multiple of single character-round worth of damage. If you do 5 damage vs. a 60 HP creature or 50 damage vs. a 600 HP creature it's the same thing. [/QUOTE]
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Version 5.25 -- what do you change?
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