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What is most important to you for 5e?
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<blockquote data-quote="Greg K" data-source="post: 5983957" data-attributes="member: 5038"><p>What I want depends whether starting from 3e, 4e or Star Wars Saga as a basis. While 3e tailored with both DMG and Unearthed Arcana variants and third party products and utilizing few WOTC products is my favorite, there are elements I like about all of them and would want incorporated (along with some 1e and 2e influence). So, regardless of which one I was to start with, I have a lot of things, mechanically, that are important to me.</p><p></p><p>Some of the things</p><p>1. balance among classes across levels (from 3e perspective tone down the casters rather than raising everyone to the caster's level</p><p>2. no level drain</p><p>3. no 3e XP costs</p><p>4. Martial types get cool things to do via a Book of Iron Might maneuver system</p><p>5. Races</p><p>a. Elf/Eladrin split</p><p>b. strength penalties for small races</p><p></p><p>6. Clerics </p><p>a. light or no armor unless their patron deity is a martial deity</p><p>b. healing and turn undead are domain abilities or domain spells</p><p>c. clerics spell list are tied to deity domains (no more access to all cleric spells)</p><p>d. class abilities are tied to deity domains</p><p>e. spontaneous divine casting (Unearthed Arcana)</p><p></p><p>7. Class customization of starting characters</p><p>a. UA class variants: barbarian hunter, cloistered cleric, bardic sage, divine bard, savage bard, urban ranger, martial rogue, wildernes rogue</p><p>b. Complete Champion spellless Paladins and Rangers</p><p>c. Urban/Wilderness Class skills</p><p>d. 4e Builds/Themes</p><p></p><p>8. Many starting class features are feats. After first level, many of the starting class features: armor and weapon proficiencies, class save bonus, improved unarmed strike, etc. are acquired via feats similar to Star Wars Saga. No dipping to avoid taking appropriate feats and the character gains the features over time.</p><p></p><p>9. PrCs, Paragon Paths, Epic Destinies, etc are not mandatory for upper tiers </p><p>10. Characters make sense in world</p><p>11. Multiclassing requires a trainer and time to train</p><p>12.Skills</p><p>a. 3e skill points (more skill points for cleric, fighter and sorcerer)</p><p>b. less broad skills</p><p>c. more realistic craft times</p><p></p><p>13. Equipment and Economy</p><p>a. silver standard</p><p>b. sunrods, thunderstones, spiked chains, thinblades, etc. moved to a supplement</p><p></p><p>14. Magic Item creation that works like Artificer's handbook (Mystic Eye Games) slot system</p><p>15. Action points that work like True20 Conviction</p></blockquote><p></p>
[QUOTE="Greg K, post: 5983957, member: 5038"] What I want depends whether starting from 3e, 4e or Star Wars Saga as a basis. While 3e tailored with both DMG and Unearthed Arcana variants and third party products and utilizing few WOTC products is my favorite, there are elements I like about all of them and would want incorporated (along with some 1e and 2e influence). So, regardless of which one I was to start with, I have a lot of things, mechanically, that are important to me. Some of the things 1. balance among classes across levels (from 3e perspective tone down the casters rather than raising everyone to the caster's level 2. no level drain 3. no 3e XP costs 4. Martial types get cool things to do via a Book of Iron Might maneuver system 5. Races a. Elf/Eladrin split b. strength penalties for small races 6. Clerics a. light or no armor unless their patron deity is a martial deity b. healing and turn undead are domain abilities or domain spells c. clerics spell list are tied to deity domains (no more access to all cleric spells) d. class abilities are tied to deity domains e. spontaneous divine casting (Unearthed Arcana) 7. Class customization of starting characters a. UA class variants: barbarian hunter, cloistered cleric, bardic sage, divine bard, savage bard, urban ranger, martial rogue, wildernes rogue b. Complete Champion spellless Paladins and Rangers c. Urban/Wilderness Class skills d. 4e Builds/Themes 8. Many starting class features are feats. After first level, many of the starting class features: armor and weapon proficiencies, class save bonus, improved unarmed strike, etc. are acquired via feats similar to Star Wars Saga. No dipping to avoid taking appropriate feats and the character gains the features over time. 9. PrCs, Paragon Paths, Epic Destinies, etc are not mandatory for upper tiers 10. Characters make sense in world 11. Multiclassing requires a trainer and time to train 12.Skills a. 3e skill points (more skill points for cleric, fighter and sorcerer) b. less broad skills c. more realistic craft times 13. Equipment and Economy a. silver standard b. sunrods, thunderstones, spiked chains, thinblades, etc. moved to a supplement 14. Magic Item creation that works like Artificer's handbook (Mystic Eye Games) slot system 15. Action points that work like True20 Conviction [/QUOTE]
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