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<blockquote data-quote="drothgery" data-source="post: 5696136" data-attributes="member: 360"><p>Well, this thread is as good a place as any for a rough outline of how I'd set up 5e. Note here that I'm far more inclined to be evolutionary than revolutionary in game design (because I'm a programmer, not a game designer), so I guess here's what I'd go for</p><p> </p><p>Major points here</p><p>- 4e-style rules, 3e-esque flavor; my basic theory here is that anyone that wants 3e rules and 3e flavor is playing Pathfinder and unlikely to switch, but people who were upset with the trappings of 4e rather than the mechanics may be inclined to switch to 5e</p><p>- class matters, and classes do one thing, and do it well; I'm not a big fan of the essentials (and later) shoehorning multiple builds that are new classes all but in name under the umbrella of the same class</p><p>- combat roles matter; if there are explicit combat roles, there should be stuff all defenders can do or all strikers can do</p><p>- power sources matter; there should be spells any arcane character can use, prayers any divine character can use, etc...</p><p>- epic tier in the core rulebooks was a noble experiment, but mostly ended up with 10 unused levels and a lot of unused epic destinies lying around</p><p>- sub-goal is to be about as compatible with 4e as 2e is with 1e (assuming no math fix feats)</p><p>- classes should offer varying levels of complexity; all the simple classes should not be stuck in a single role or power source, nor should all the complex classes</p><p> </p><p>So what's in PH1 in drothgery's 5e</p><p>- races: just the 3e PH1 races -- human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Based on the revised 4e versions with non-humans having a choice for one of their stat bonuses</p><p>- classes: 10 of the 3e PH1 classes, and two 4e imports</p><p>martial: rogue (striker), fighter (defender), warlord (leader), ranger (controller, based on the Essentials hunter)</p><p>divine: monk (striker), paladin (defender), cleric (leader), druid (controller) -- neither the monk nor the druid are divine in 4e, but the druid is certainly divine traditionally in D&D, and resonates quite a bit more with classic D&D players than the invoker, while the monk is far more of a traditional D&D class than the avenger (or the blackguard paladin) and D&D monks have often been tied to churches</p><p>arcane: sorcerer (striker), swordmage (defender - I think the magic-using swordsman is a sufficiently popular archetype to get a core class), bard (leader - I think artificers are cooler than bards, but D&D history disagrees with me), wizard (controller)</p><p> </p><p>How am I getting 12 4e-style classes in one book without making it huge?</p><p>1 - as per above, I'm ditching the epic tier; this can be shuffled off to expansion.</p><p>2 - while all classes will have encounter powers and utility powers, only some will have at-wills and/or daily powers (though everyone will have an at-will attack of some type that uses their primary ability score)</p><p>3 - encounter powers are shared by power source; sorcerers, wizards, bards, and swordmages can all cast <em>fireball</em>. Some classes may have class features that tweak their powers to better suit their role.</p><p>4 - utility powers are shared by combat role; clerics, warlords, and bards can all use <em>cure light wounds</em>.</p><p> </p><p>quick note on powers - powers that give out short term, small bonuses or penalties will be discouraged if not removed entirely</p><p>quick note on feats - all feats will grant fixed, always-on abilities/bonuses, will never have more than one prerequisite, and neither class nor possessing a specific class feature will be a valid prerequisite</p></blockquote><p></p>
[QUOTE="drothgery, post: 5696136, member: 360"] Well, this thread is as good a place as any for a rough outline of how I'd set up 5e. Note here that I'm far more inclined to be evolutionary than revolutionary in game design (because I'm a programmer, not a game designer), so I guess here's what I'd go for Major points here - 4e-style rules, 3e-esque flavor; my basic theory here is that anyone that wants 3e rules and 3e flavor is playing Pathfinder and unlikely to switch, but people who were upset with the trappings of 4e rather than the mechanics may be inclined to switch to 5e - class matters, and classes do one thing, and do it well; I'm not a big fan of the essentials (and later) shoehorning multiple builds that are new classes all but in name under the umbrella of the same class - combat roles matter; if there are explicit combat roles, there should be stuff all defenders can do or all strikers can do - power sources matter; there should be spells any arcane character can use, prayers any divine character can use, etc... - epic tier in the core rulebooks was a noble experiment, but mostly ended up with 10 unused levels and a lot of unused epic destinies lying around - sub-goal is to be about as compatible with 4e as 2e is with 1e (assuming no math fix feats) - classes should offer varying levels of complexity; all the simple classes should not be stuck in a single role or power source, nor should all the complex classes So what's in PH1 in drothgery's 5e - races: just the 3e PH1 races -- human, elf, dwarf, halfling, half-elf, gnome, and half-orc. Based on the revised 4e versions with non-humans having a choice for one of their stat bonuses - classes: 10 of the 3e PH1 classes, and two 4e imports martial: rogue (striker), fighter (defender), warlord (leader), ranger (controller, based on the Essentials hunter) divine: monk (striker), paladin (defender), cleric (leader), druid (controller) -- neither the monk nor the druid are divine in 4e, but the druid is certainly divine traditionally in D&D, and resonates quite a bit more with classic D&D players than the invoker, while the monk is far more of a traditional D&D class than the avenger (or the blackguard paladin) and D&D monks have often been tied to churches arcane: sorcerer (striker), swordmage (defender - I think the magic-using swordsman is a sufficiently popular archetype to get a core class), bard (leader - I think artificers are cooler than bards, but D&D history disagrees with me), wizard (controller) How am I getting 12 4e-style classes in one book without making it huge? 1 - as per above, I'm ditching the epic tier; this can be shuffled off to expansion. 2 - while all classes will have encounter powers and utility powers, only some will have at-wills and/or daily powers (though everyone will have an at-will attack of some type that uses their primary ability score) 3 - encounter powers are shared by power source; sorcerers, wizards, bards, and swordmages can all cast [I]fireball[/I]. Some classes may have class features that tweak their powers to better suit their role. 4 - utility powers are shared by combat role; clerics, warlords, and bards can all use [I]cure light wounds[/I]. quick note on powers - powers that give out short term, small bonuses or penalties will be discouraged if not removed entirely quick note on feats - all feats will grant fixed, always-on abilities/bonuses, will never have more than one prerequisite, and neither class nor possessing a specific class feature will be a valid prerequisite [/QUOTE]
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