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*Dungeons & Dragons
What Improvements Would You Want with 6E?
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<blockquote data-quote="Arch-Fiend" data-source="post: 7841074" data-attributes="member: 7016641"><p>i havent read many of the ideas brought up here so i dont know if this has been mentioned, but i wouldn't radically change the way D&D is, maybe radically changing it is the best option, 5e was a departure from 4e, and 4 from 3, but im mostly just going to focus on a problem that i think D&D has had for the last 3 editions. ironically started by my favorite edition, but i can criticize that which i hold most close.</p><p></p><p>feats.</p><p>feats are not a very good method of giving players mechanical character diversity while also trying to cater to every kind of D&D game that could be ran. typically D&D games will focus into a few different avenues of gameplay depending on what kind of story a dm wants to run, but one fundamental divide is a game where plot a characters progress through combat vs a game where plot and characters progress through non-combat skills and ability application creates one massive problem for feats attempting to cator to both, that problem is players not having experience or simply not knowing what kind of game they are going into when choosing feats.</p><p></p><p>now a simple solution is simply letting players change the feats they have when they took those feats under an incorrect perspective of what the game would be like. however this is an imperfect solution to a problem that doesent even need to exist, AD&D didint have this problem, because AD&D had weapon proficiencies and non weapon proficiencies and regardless of what class you took, you never got zero of one of these proficiencies, meaning by design a character should always have an ability that is useful to whatever kind of game a dm is running.</p><p></p><p>now im not saying we copy AD&D exactly, but it shows a good trend to be thinking along with regard to how we implement character customization mechanics other than classes, which is minimize the risk of a player making NO good chances and increase the chance they make good choices when given so many options.</p><p></p><p>combat feats and noncombat feats, why not? i think characters should get an equal amount of both regardless of what class they take unlike the way AD&D implemented it, basically characters would get them at a rate much like ability score increases are gained every few levels in 5e. also obviously dont make players choose between feats and ability score increase. just balance the game against players getting all this stuff.</p></blockquote><p></p>
[QUOTE="Arch-Fiend, post: 7841074, member: 7016641"] i havent read many of the ideas brought up here so i dont know if this has been mentioned, but i wouldn't radically change the way D&D is, maybe radically changing it is the best option, 5e was a departure from 4e, and 4 from 3, but im mostly just going to focus on a problem that i think D&D has had for the last 3 editions. ironically started by my favorite edition, but i can criticize that which i hold most close. feats. feats are not a very good method of giving players mechanical character diversity while also trying to cater to every kind of D&D game that could be ran. typically D&D games will focus into a few different avenues of gameplay depending on what kind of story a dm wants to run, but one fundamental divide is a game where plot a characters progress through combat vs a game where plot and characters progress through non-combat skills and ability application creates one massive problem for feats attempting to cator to both, that problem is players not having experience or simply not knowing what kind of game they are going into when choosing feats. now a simple solution is simply letting players change the feats they have when they took those feats under an incorrect perspective of what the game would be like. however this is an imperfect solution to a problem that doesent even need to exist, AD&D didint have this problem, because AD&D had weapon proficiencies and non weapon proficiencies and regardless of what class you took, you never got zero of one of these proficiencies, meaning by design a character should always have an ability that is useful to whatever kind of game a dm is running. now im not saying we copy AD&D exactly, but it shows a good trend to be thinking along with regard to how we implement character customization mechanics other than classes, which is minimize the risk of a player making NO good chances and increase the chance they make good choices when given so many options. combat feats and noncombat feats, why not? i think characters should get an equal amount of both regardless of what class they take unlike the way AD&D implemented it, basically characters would get them at a rate much like ability score increases are gained every few levels in 5e. also obviously dont make players choose between feats and ability score increase. just balance the game against players getting all this stuff. [/QUOTE]
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