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What needs to be fixed in 5E?
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<blockquote data-quote="KidSnide" data-source="post: 5705564" data-attributes="member: 54710"><p>Here's my list:</p><p></p><p>* Generally, I'd like to see more optional rules that allow different takes on the same game.</p><p></p><p>* I'm sick of returning to the dungeon. Dungeons are great, but can we return to all those other places where adventures also take place? Can rules for movement, range and perception handle the possibility that the encounters takes place on maps where the scale isn't 1-inch-to-5-foot?</p><p></p><p>* Related, I'd like to see Paragon and Epic level play (particularly Epic level play) that feels substantially different from Heroic level play. </p><p></p><p>* I'd like to see good modules. They are essential, and they need to be varied. Yes, a heroic-to-epic hack-and-slash is an important part of the cannon, but over the course of an edition, we should also have:</p><p>- A couple good dungeon-y sandboxes of various levels, with substantial information on how the inhabitants react to intruders</p><p>- A couple good wilderness hex-crawls</p><p>- A couple good "base of operations" towns</p><p>- A handful of good plot-based adventures, including at least one plot heavy adventure path where the PCs get to make many substantial world-altering decisions</p><p>- Good coverage of the classic "scenario" adventures, such as: "stop an invading army", "escape from prison", "journey to wacky-land", "hunt the vampire", "explore the wizard's tower", "loot the deathtrap dungeon"</p><p></p><p>* I'd like to see a meaningful design effort in non-combat encounters and the associated character abilities. I'd like to see skill challenges expand beyond X successes before Y failures, with sample frameworks for the most common types of non-combat encounters. </p><p></p><p>* I'd like to see support for more alternate campaign types such as: "found your kingdom", "conquer the neighboring kingdom", "loot the seven seas", "gothic horror", "Dark Sun-style wastelands", non-medieval time periods like ancient types or age-of-exploration. This kind of stuff generates inspiration (and games that steal an aspect or two) far in excess of the number of people that actually choose to use the full campaign support described.</p><p></p><p>More nitty gritty:</p><p>* I like parts of Healing Surges, in that (1) I like mechanics that allow for non-magical "healing" of not-entirely-physical damage and (2) I like that healing powers heal a proportionate amount of the targets hit points. However, as discussed at length in the Healing Surges thread, they create an awkward narrative space when a character goes down. I'd like to see an optional "lasting wounds" rules that would facilitate a grittier game, while still allowing people to play with the "adventurers just keep going" rules.</p><p></p><p>* Like many, I would like to see fewer and more meaningful conditions, and fewer subtle and unimportant distinctions between conditions (like when during a turn the condition ends).</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5705564, member: 54710"] Here's my list: * Generally, I'd like to see more optional rules that allow different takes on the same game. * I'm sick of returning to the dungeon. Dungeons are great, but can we return to all those other places where adventures also take place? Can rules for movement, range and perception handle the possibility that the encounters takes place on maps where the scale isn't 1-inch-to-5-foot? * Related, I'd like to see Paragon and Epic level play (particularly Epic level play) that feels substantially different from Heroic level play. * I'd like to see good modules. They are essential, and they need to be varied. Yes, a heroic-to-epic hack-and-slash is an important part of the cannon, but over the course of an edition, we should also have: - A couple good dungeon-y sandboxes of various levels, with substantial information on how the inhabitants react to intruders - A couple good wilderness hex-crawls - A couple good "base of operations" towns - A handful of good plot-based adventures, including at least one plot heavy adventure path where the PCs get to make many substantial world-altering decisions - Good coverage of the classic "scenario" adventures, such as: "stop an invading army", "escape from prison", "journey to wacky-land", "hunt the vampire", "explore the wizard's tower", "loot the deathtrap dungeon" * I'd like to see a meaningful design effort in non-combat encounters and the associated character abilities. I'd like to see skill challenges expand beyond X successes before Y failures, with sample frameworks for the most common types of non-combat encounters. * I'd like to see support for more alternate campaign types such as: "found your kingdom", "conquer the neighboring kingdom", "loot the seven seas", "gothic horror", "Dark Sun-style wastelands", non-medieval time periods like ancient types or age-of-exploration. This kind of stuff generates inspiration (and games that steal an aspect or two) far in excess of the number of people that actually choose to use the full campaign support described. More nitty gritty: * I like parts of Healing Surges, in that (1) I like mechanics that allow for non-magical "healing" of not-entirely-physical damage and (2) I like that healing powers heal a proportionate amount of the targets hit points. However, as discussed at length in the Healing Surges thread, they create an awkward narrative space when a character goes down. I'd like to see an optional "lasting wounds" rules that would facilitate a grittier game, while still allowing people to play with the "adventurers just keep going" rules. * Like many, I would like to see fewer and more meaningful conditions, and fewer subtle and unimportant distinctions between conditions (like when during a turn the condition ends). -KS [/QUOTE]
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