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What Does Your Perfect Edition Look Like?
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<blockquote data-quote="hanez" data-source="post: 5799763" data-attributes="member: 82160"><p>Mechanically - Monte Cookes Arcana Evolved with the fluff of 2nd edition AD&D</p><p></p><p>Simple rules but complex spell, power, and other action descriptions, that bring the mystery back to what specifically a power does and the responsibility back to the DM to make the game incredible. Think the difference between Mirror Image in 3e and 4e, almost no difference. But the way its written prior to 4e makes it much more interesting, and allows for more judgements by the DM who is also a player.</p><p></p><p>Also bring back all the lil class requirments (Paladins must be LG, Druids must fight an Archdruid at x level to continue, fighters get followers). These make the DEFAULT version of the class interesting, which makes the average game more interesting. Put optional sidebars next to them (how to make a LE Paladin, other variants to fighting ArchDruids) ect.</p><p></p><p>Make magic items interesting, cursed, mystical, complicated and in the DMs handbook. I should be able to create the wackiest item, and hand it out and my players shouldnt be able to know if I just dreamed it up. It shouldnt have to follow some cookie cutter format. The items made by WOTC should be varied and different from eachother. </p><p></p><p>Make MELEE items more powerful (this should be a way of making the melee characters more magical). Let the fighter fly just like the wizard, but with something he found in a dungeon. Remove magical item creation from the default rules, except for maybe brew potion, definitely not scribe scroll.</p></blockquote><p></p>
[QUOTE="hanez, post: 5799763, member: 82160"] Mechanically - Monte Cookes Arcana Evolved with the fluff of 2nd edition AD&D Simple rules but complex spell, power, and other action descriptions, that bring the mystery back to what specifically a power does and the responsibility back to the DM to make the game incredible. Think the difference between Mirror Image in 3e and 4e, almost no difference. But the way its written prior to 4e makes it much more interesting, and allows for more judgements by the DM who is also a player. Also bring back all the lil class requirments (Paladins must be LG, Druids must fight an Archdruid at x level to continue, fighters get followers). These make the DEFAULT version of the class interesting, which makes the average game more interesting. Put optional sidebars next to them (how to make a LE Paladin, other variants to fighting ArchDruids) ect. Make magic items interesting, cursed, mystical, complicated and in the DMs handbook. I should be able to create the wackiest item, and hand it out and my players shouldnt be able to know if I just dreamed it up. It shouldnt have to follow some cookie cutter format. The items made by WOTC should be varied and different from eachother. Make MELEE items more powerful (this should be a way of making the melee characters more magical). Let the fighter fly just like the wizard, but with something he found in a dungeon. Remove magical item creation from the default rules, except for maybe brew potion, definitely not scribe scroll. [/QUOTE]
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