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General Tabletop Discussion
*Dungeons & Dragons
What rules would you like to see come back in 5E?
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<blockquote data-quote="Lanefan" data-source="post: 6222998" data-attributes="member: 29398"><p>Various things I'd like to see brought back...</p><p></p><p> - re-rolled initiatives each round using something smaller than a d20</p><p> - possibility of simultaneous actions/initiatives rather than strictly turn-based</p><p> - casting times for spells, if you start a 3-segment spell on initiative 5 you'll resolve on init. 2</p><p> - no such thing as "combat casting", you get hit or disturbed while casting and the spell's lost, period</p><p> - risk in casting - lightning bolts bounce off walls, fireballs expand to fill a volume, spells like "fly" have random durations, etc.</p><p> - d% resurrection and system shock survival rolls straight from 1e</p><p> - henches, hirelings, and associate adventurers as a relatively common part of an adventuring group</p><p> - morale rules (though I find this pretty easy to wing)</p><p> - facing - a shield only protects your front and off-hand side</p><p> - cursed magic items (though also easy to wing)</p><p> - different advancement tables for different classes</p><p> - training rules where you don't get the full benefit of gaining a level until you spend some time in town and train into it</p><p> - much slower natural healing - an overnight rest gets you back a few h.p. only</p><p> - stat-based bonuses only at the ends of the bell curve - anything between about 7-14 should be +0</p><p> - rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be</p><p> - "looser" math behind the system</p><p></p><p>Lan-"the above is but the tip of an iceberg"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6222998, member: 29398"] Various things I'd like to see brought back... - re-rolled initiatives each round using something smaller than a d20 - possibility of simultaneous actions/initiatives rather than strictly turn-based - casting times for spells, if you start a 3-segment spell on initiative 5 you'll resolve on init. 2 - no such thing as "combat casting", you get hit or disturbed while casting and the spell's lost, period - risk in casting - lightning bolts bounce off walls, fireballs expand to fill a volume, spells like "fly" have random durations, etc. - d% resurrection and system shock survival rolls straight from 1e - henches, hirelings, and associate adventurers as a relatively common part of an adventuring group - morale rules (though I find this pretty easy to wing) - facing - a shield only protects your front and off-hand side - cursed magic items (though also easy to wing) - different advancement tables for different classes - training rules where you don't get the full benefit of gaining a level until you spend some time in town and train into it - much slower natural healing - an overnight rest gets you back a few h.p. only - stat-based bonuses only at the ends of the bell curve - anything between about 7-14 should be +0 - rules or guidelines for followers, castles, temples, etc. at whatever point 5e decides "name level" will be - "looser" math behind the system Lan-"the above is but the tip of an iceberg"-efan [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What rules would you like to see come back in 5E?
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