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<blockquote data-quote="Kzach" data-source="post: 5695133" data-attributes="member: 56189"><p>I give up.</p><p></p><p>Despite there being absolutely no evidence to support any valid or reasonable conclusion that 5e is coming anytime soon, it seems that rampant speculation based entirely on conjecture is the theme of the hour.</p><p></p><p>So why not jump in head first? Everyone else is doing it...</p><p></p><p>Also, I figured that my opinion was so worthwhile and valid that creating a new thread was the only way I could make it stand out amidst all the riff-raff.</p><p></p><p>On with the show.</p><p></p><p>In my wholly ostentatious opinion, the most important thing that needs to be addressed in 5e is the matter of optimisation. Feats are, by far, the biggest culprit in this issue and to that end, I believe that there should be no feats that give flat, untyped bonuses to anything. Furthermore, I would go so far as to eliminate ALL bonuses from feats altogether, whether conditional, situational, typed or not.</p><p></p><p>In other words, no damage increases, no defence increases, no skill increases, no attack increases, at all, ever, through any feat.</p><p></p><p>This is a line that shouldn't even be flirted with let alone be crossed at any point during 5e's product-cycle. For instance, Backstabber isn't technically a bonus of any type, it simply increases the die of damage. Can it. Armour & weapon proficiencies are also 'backdoor' methods of increasing damage and defences without actually using bonuses in feats.</p><p></p><p>Now, before people complain, I should also point out that along with this, classes should be built around optimal design. A good example is the rogue (thief) which optimally wants to use a rapier in melee and yet isn't trained in it's use. Purposefully making a class use non-optimal elements just pisses people off. Why do that? It serves no purpose other than to turn people away from your system. Why not just design the classes properly to accommodate optimal choices from the very start? Balance each class around expected outcomes. If a defender should be sticky, then make it sticky. Don't force players to come up with ways to circumvent the class's design in order to simply function in the role they're trying to fulfil.</p><p></p><p>This all then comes down to play-testing. In this day and age companies have a massive amount of free resources at their disposal; they're called the fan-base. Set-up a department in WotC to solely manage play-testing and the collation and dissemination of feedback and use that to help filter balance issues before publishing content.</p><p></p><p>And lastly, get a better web design and development team; if that means paying more money, then gosh darn it, fire someone irrelevant, like Mazzanoble.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5695133, member: 56189"] I give up. Despite there being absolutely no evidence to support any valid or reasonable conclusion that 5e is coming anytime soon, it seems that rampant speculation based entirely on conjecture is the theme of the hour. So why not jump in head first? Everyone else is doing it... Also, I figured that my opinion was so worthwhile and valid that creating a new thread was the only way I could make it stand out amidst all the riff-raff. On with the show. In my wholly ostentatious opinion, the most important thing that needs to be addressed in 5e is the matter of optimisation. Feats are, by far, the biggest culprit in this issue and to that end, I believe that there should be no feats that give flat, untyped bonuses to anything. Furthermore, I would go so far as to eliminate ALL bonuses from feats altogether, whether conditional, situational, typed or not. In other words, no damage increases, no defence increases, no skill increases, no attack increases, at all, ever, through any feat. This is a line that shouldn't even be flirted with let alone be crossed at any point during 5e's product-cycle. For instance, Backstabber isn't technically a bonus of any type, it simply increases the die of damage. Can it. Armour & weapon proficiencies are also 'backdoor' methods of increasing damage and defences without actually using bonuses in feats. Now, before people complain, I should also point out that along with this, classes should be built around optimal design. A good example is the rogue (thief) which optimally wants to use a rapier in melee and yet isn't trained in it's use. Purposefully making a class use non-optimal elements just pisses people off. Why do that? It serves no purpose other than to turn people away from your system. Why not just design the classes properly to accommodate optimal choices from the very start? Balance each class around expected outcomes. If a defender should be sticky, then make it sticky. Don't force players to come up with ways to circumvent the class's design in order to simply function in the role they're trying to fulfil. This all then comes down to play-testing. In this day and age companies have a massive amount of free resources at their disposal; they're called the fan-base. Set-up a department in WotC to solely manage play-testing and the collation and dissemination of feedback and use that to help filter balance issues before publishing content. And lastly, get a better web design and development team; if that means paying more money, then gosh darn it, fire someone irrelevant, like Mazzanoble. [/QUOTE]
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