Humans should be mechanical as I testing as elf dwarfs and bugbears
Pretty much covered everything I'd want with this, particularly the bolded bits.I'd like to see 5e's version of Prestige classes, which I think is further development of the Factions concept from Adventurer's League. Make those five levels of reputation provide more benefit that currently, and develop the system to further explain how you can gain reputation and the obligations that come with it.
I'd like to see some of the stuff Matt Collville has been doing with the game, incorporated into it in a more formal way. Retainers, Followers, building your own Stronghold and Guild, etc..
I'd like to see a good full tactical combat optional ad-on, with some more melee oriented classes like the Warlord.
I'd like to see an optional Zero-level pre-hero rules.
I'd like to see more weapon rules, and more weapons. Lets see all those old polearms, and more differentiating between the weapons, with more than just damage dice they can do. Some more armor options might be nice as well.
I'd like to see an expansion of the exploration and social tier, with more rules for both.
I'd like to see some Epic level rules, with rules on becoming a demi-god.
In other words,
"Wisdom" is two separate abilities:
• Perception → Intelligence (very Aristotelian!)
• Willpower → Charisma (social, Stoic)
What if Ability checks only add your ability mod, and your roll larger dice if proficient or dbl proficient? So, 2d6+mod by default, 2d8+mod if proficient, 2d10+mod if dbl prof?If you wanted to muck about with levels of success, it is possible to replicate something very much like the standard PbtA spread on a d20 roll, you just need to hammer at the mods a little and do something for expertise other than double prof mod. I probably wouldn't brand this on the side of the sacred cow of combat, but it might be a useful dongle for some kind of social interaction/exploration system. 5E could do nicely with some success at a cost in both areas, IMO anyway.
Why?Nonmagic? This sounds more like a "Minstrel" archetype for the Rogue class. Or, "Troubadour".
No RPG has ever had an economic system that comes anywhere close to being realistic.Seriously though, when I see a game with an economic system that says "It costs 50% of the market value of an item to make that item, you can only sell items for 50% of their market value, any particularly valuable magic item is un-sellable because nobody wants it or can afford it" I just freaking lose it. I will foam and froth and I will bite you and give you rabies.
This.In the end, though, I find it unsatisfying. There is something fun about a nice weapons chart with a bunch of stuff on it,
The general question here is:- My most wanted thing would be more mundane classes and archtypes, ala AiME. Having all classes be inherently magical makes it hard to play theme differing from high magic heroics.
Alright.Excited for this. I would suggest waiting to narrow down the themes and content till after WotC have releashed the rumored crunch book in the Fall.
Just FYI: that's also called crunch.I don't necessarily need a "crunchier" game in terms of game mechanics. One thing I like about 5e is that I rarely have to look up advanced rules for things like grappling or whatever. However, I would like to see more meaningful character choices as characters level. In 5e, once characters choose their subclass, they are pretty much on a similar path with everyone else in that subclass. Sure, feats exist to provide some variety, but I'd still like some more ways to truly differentiate characters, particularly in higher levels.