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What are the top 3 things, above all else, you want from One DnD?
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<blockquote data-quote="Blue" data-source="post: 8929379" data-attributes="member: 20564"><p>Things I'd like to see (as in - things I'm not currently seeing in 5e):</p><p></p><p>1. Knob to adjust the balance the at-will, short-rest recovery, and long-rest recovery mechanics of classes to allow DMs to run as the like and as appropriate for the adventure at hand. Want to run 2-3 encounters a day? Good, here's mechanical support that keeps the rogue, warlock and the cleric balanced against each other. Want to go gritty rest variant and have weeks between long rests but have a short rest every night? Turn the knobs the other way.</p><p></p><p>2. All classes to have strong features for different pillars of play. And not "well, a fighter could take a non-combat feat". INCLUDING those features not turning into a "tax". In other words no "well rogues usually use their expertise in X, so set the DCs assume that so they don't auto-succeed".</p><p></p><p>3. Integrate RP-based mechanics fully into the system. Inspiration is a bolt-on that can be removed with little effect. Compare to White Wolf back 30 years ago in the 90s having how/why your Vampire acted as the mechanism for recovering Willpower, a vital consumable resource.</p></blockquote><p></p>
[QUOTE="Blue, post: 8929379, member: 20564"] Things I'd like to see (as in - things I'm not currently seeing in 5e): 1. Knob to adjust the balance the at-will, short-rest recovery, and long-rest recovery mechanics of classes to allow DMs to run as the like and as appropriate for the adventure at hand. Want to run 2-3 encounters a day? Good, here's mechanical support that keeps the rogue, warlock and the cleric balanced against each other. Want to go gritty rest variant and have weeks between long rests but have a short rest every night? Turn the knobs the other way. 2. All classes to have strong features for different pillars of play. And not "well, a fighter could take a non-combat feat". INCLUDING those features not turning into a "tax". In other words no "well rogues usually use their expertise in X, so set the DCs assume that so they don't auto-succeed". 3. Integrate RP-based mechanics fully into the system. Inspiration is a bolt-on that can be removed with little effect. Compare to White Wolf back 30 years ago in the 90s having how/why your Vampire acted as the mechanism for recovering Willpower, a vital consumable resource. [/QUOTE]
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Community
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What are the top 3 things, above all else, you want from One DnD?
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