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General Tabletop Discussion
*Dungeons & Dragons
Version 5.25 -- what do you change?
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<blockquote data-quote="Laurefindel" data-source="post: 7839708" data-attributes="member: 67296"><p>To echo some posters above, those would be my preferred design "fixes"</p><p></p><p>Subclasses</p><p>Ideally, I'd like a bit less quantity and more balance betwwen all subclasses. But primarily, I'd like them to either:</p><p>a) all be available from level 1 for all classes (I don't care if that signature subclass feature arrives later on, but I'd prefer to give thematic direction from the get go)</p><p>or</p><p>b) explicitly make level 1 an apprentice level with subclasses arriving at level 2, and have all characters start at level 2; either as journeymen in one class or multiclass as apprentice in two different classes. Adjust all level 1 threats (goblins, basic traps and all) for that level 2 starting point.</p><p></p><p>Background</p><p>Give them more oomph, almost as much as a subclass key feature. Let the Outsider be the natural explorer, the Noble give temp hp, the Entertainer influence others, etc. Make background a more relevant choice, even if its key feature only kicks-in at later levels.</p><p></p><p>Pets</p><p>Pick one: regular pet/animal companions/familiars/hirelings/summon creatures have their own turn and actions, or have them all feed off your character's action economy. Then built and apply the "pet sub-system" uniformally and consistently.</p><p></p><p>Magic</p><p>Offer a build-in low(er) magic setting in the base game</p><p>and/or</p><p>Elaborate on how spells to be "cast" non-magically without using spell slots either as inherent magical abilities, magic rituals, border-line supernatural abilities, or mundane abilities conveniently fitting into spell format.</p><p></p><p>Weapons & Armours</p><p>Either reduce the number and lean more on cosmetic preferences, or diversify statistics and abilities to represent a broader range of different weapons/armours.</p><p></p><p>Others</p><p>Expand on the Social and Exploration pillars mechanically.</p><p></p><p>Personality Traits & Inspiration</p><p>The present system is not broken, but it doesn't feel as thorough as other systems in the game. This has lots of room to be expanded upon. I can see this tied to backgrounds somehow...</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7839708, member: 67296"] To echo some posters above, those would be my preferred design "fixes" Subclasses Ideally, I'd like a bit less quantity and more balance betwwen all subclasses. But primarily, I'd like them to either: a) all be available from level 1 for all classes (I don't care if that signature subclass feature arrives later on, but I'd prefer to give thematic direction from the get go) or b) explicitly make level 1 an apprentice level with subclasses arriving at level 2, and have all characters start at level 2; either as journeymen in one class or multiclass as apprentice in two different classes. Adjust all level 1 threats (goblins, basic traps and all) for that level 2 starting point. Background Give them more oomph, almost as much as a subclass key feature. Let the Outsider be the natural explorer, the Noble give temp hp, the Entertainer influence others, etc. Make background a more relevant choice, even if its key feature only kicks-in at later levels. Pets Pick one: regular pet/animal companions/familiars/hirelings/summon creatures have their own turn and actions, or have them all feed off your character's action economy. Then built and apply the "pet sub-system" uniformally and consistently. Magic Offer a build-in low(er) magic setting in the base game and/or Elaborate on how spells to be "cast" non-magically without using spell slots either as inherent magical abilities, magic rituals, border-line supernatural abilities, or mundane abilities conveniently fitting into spell format. Weapons & Armours Either reduce the number and lean more on cosmetic preferences, or diversify statistics and abilities to represent a broader range of different weapons/armours. Others Expand on the Social and Exploration pillars mechanically. Personality Traits & Inspiration The present system is not broken, but it doesn't feel as thorough as other systems in the game. This has lots of room to be expanded upon. I can see this tied to backgrounds somehow... [/QUOTE]
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Version 5.25 -- what do you change?
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