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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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<blockquote data-quote="Retreater" data-source="post: 8058721" data-attributes="member: 42040"><p>I love the idea. I've purposefully not read the preceding 4 pages of comments so I can post my own thoughts. If there's any repetition, just consider my statement a +1 vote.</p><p></p><p>Modularity: I would like modular rules. Allow DMs to put in what they think will enhance their games, and leave out other things. (Depending on the feel of the campaign, some rules will work for some campaigns but not others.)</p><p>Tactical movement: More interrupts, reactions, AoO. Make positioning important. (But whatever you do, don't use the 3.x/PF model of diagonal movement counts differently. That's just a headache.)</p><p>Combat Maneuvers That Matter: Disarming, Tripping, Grappling, etc. The action economy is set up so that picking up a dropped weapon or standing from prone doesn't really impact an enemy's action. Grappling just restrains an enemy, and if it isn't planning on moving, it has zero impact on the combat.</p><p>Broader access to healing in combat: Basically healing surges that can be directed by the character wanting the healing - not the cleric/druid/bard who has to be the sole healer.</p><p>Improved monsters: Give them more recharge abilities, auras, reactions to make them more interesting and flavorful. </p><p>Stuff to spend gold on: A magic item economy, training to get small benefits (or one-time use skills)</p><p>More feats to improve customization</p><p>"5 ft shift"</p><p>Optional rule for AC as Damage Reduction</p><p>Psionics/other sources of magic</p></blockquote><p></p>
[QUOTE="Retreater, post: 8058721, member: 42040"] I love the idea. I've purposefully not read the preceding 4 pages of comments so I can post my own thoughts. If there's any repetition, just consider my statement a +1 vote. Modularity: I would like modular rules. Allow DMs to put in what they think will enhance their games, and leave out other things. (Depending on the feel of the campaign, some rules will work for some campaigns but not others.) Tactical movement: More interrupts, reactions, AoO. Make positioning important. (But whatever you do, don't use the 3.x/PF model of diagonal movement counts differently. That's just a headache.) Combat Maneuvers That Matter: Disarming, Tripping, Grappling, etc. The action economy is set up so that picking up a dropped weapon or standing from prone doesn't really impact an enemy's action. Grappling just restrains an enemy, and if it isn't planning on moving, it has zero impact on the combat. Broader access to healing in combat: Basically healing surges that can be directed by the character wanting the healing - not the cleric/druid/bard who has to be the sole healer. Improved monsters: Give them more recharge abilities, auras, reactions to make them more interesting and flavorful. Stuff to spend gold on: A magic item economy, training to get small benefits (or one-time use skills) More feats to improve customization "5 ft shift" Optional rule for AC as Damage Reduction Psionics/other sources of magic [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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