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What needs to be fixed in 5E?
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<blockquote data-quote="Nahat Anoj" data-source="post: 5711310" data-attributes="member: 25075"><p>I agree. I think every stat should be useful for every PC. High Int and Cha should be useful for a fighter, if a fighter should happen to have high scores in those. A high Str should be a useful boon to a wizard, but certainly not required. </p><p></p><p>Again, I think DA2 had a good approach - while some stats were required for a certain class, *every* stat was useful. For example, the Cunning stat is useful to all classes because it increases crit chance, while Magic is useful to all classes because it increases magic defense. I think something like that would be a good addition to D&D.</p><p></p><p></p><p>I don't miss the Craft, Perform, and Handle Animal skills per se, but I would like to see more coverage and discussion of those *activities*. That is, I think 5e should have rules and guidance for crafting, performing, and animal husbandry, but I don't think they need to make a 3e-style skill system for it.</p><p></p><p></p><p>FWIW, I'm not too keen on racial flight abilities either, although that has more to do with the difficulty in crafting challenging game scenarios than flavor for me. Note that I'm *not* saying that I want to railroad PCs and flight would make that too hard to do (although that is probably the case ...). I just want to present my players with challenges that aren't automatically obviated by some racial flight ability.</p><p></p><p>So, I hate racial tactical teleports primarily because of flavor (knowing they aren't really all that overpowered), and I hate racial tactical flight because of adventure design considerations. I want none of it!!! (pixies will give me fits ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p></p><p></p><p>Well, what can I say? I freely admit I'm a lazy and uninspired person that has a slight preferences for the setting assumptions of "traditional D&D." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> However, I do agree that 4e's general approach to giving races clear and distinct themes is better than that of previous editions. I would not want to see that go away.</p><p></p><p></p><p>Oh, in the future I definitely will use elves to encompass both the traditional wood elf and high elf archetypes (it's easier to do now that elves can get a bonus to Int <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />). I also agree that making the game more bland isn't the answer, and I would hope that removing racial teleports or flight abilities will not create a bland game. IMO I don't think it would, but others may feel differently.</p></blockquote><p></p>
[QUOTE="Nahat Anoj, post: 5711310, member: 25075"] I agree. I think every stat should be useful for every PC. High Int and Cha should be useful for a fighter, if a fighter should happen to have high scores in those. A high Str should be a useful boon to a wizard, but certainly not required. Again, I think DA2 had a good approach - while some stats were required for a certain class, *every* stat was useful. For example, the Cunning stat is useful to all classes because it increases crit chance, while Magic is useful to all classes because it increases magic defense. I think something like that would be a good addition to D&D. I don't miss the Craft, Perform, and Handle Animal skills per se, but I would like to see more coverage and discussion of those *activities*. That is, I think 5e should have rules and guidance for crafting, performing, and animal husbandry, but I don't think they need to make a 3e-style skill system for it. FWIW, I'm not too keen on racial flight abilities either, although that has more to do with the difficulty in crafting challenging game scenarios than flavor for me. Note that I'm *not* saying that I want to railroad PCs and flight would make that too hard to do (although that is probably the case ...). I just want to present my players with challenges that aren't automatically obviated by some racial flight ability. So, I hate racial tactical teleports primarily because of flavor (knowing they aren't really all that overpowered), and I hate racial tactical flight because of adventure design considerations. I want none of it!!! (pixies will give me fits ... :D) Well, what can I say? I freely admit I'm a lazy and uninspired person that has a slight preferences for the setting assumptions of "traditional D&D." :) However, I do agree that 4e's general approach to giving races clear and distinct themes is better than that of previous editions. I would not want to see that go away. Oh, in the future I definitely will use elves to encompass both the traditional wood elf and high elf archetypes (it's easier to do now that elves can get a bonus to Int :)). I also agree that making the game more bland isn't the answer, and I would hope that removing racial teleports or flight abilities will not create a bland game. IMO I don't think it would, but others may feel differently. [/QUOTE]
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