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What should we do with the Seventh Edition?
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<blockquote data-quote="Ashrym" data-source="post: 7842346" data-attributes="member: 6750235"><p>WotC will decide they haven't been truly nostalgic enough.</p><p></p><ul> <li data-xf-list-type="ul"><strong>restricted multiclassing.</strong> original dual classing for humans. dual classing and multiclassing will be modernized with a feat tax. And yes, that means you cannot use any abilities in your old class until the new class levels up enough. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></li> <li data-xf-list-type="ul"><strong>segments.</strong> everyone raves about the days of segments. back when magic missile was the life or death casting speed for 20th level magic-users vs school children with rocks. nothing screamed power like getting stoned playing d&d.</li> <li data-xf-list-type="ul"><strong>concentration.</strong> there have been concentration complaints so clearly the original version is best. good luck making that no save allowed during continuous disruption. fun times</li> <li data-xf-list-type="ul"><strong>the return of thieves. </strong>"Rogue" is too derivative. Everyone knows the only roguish trope is someone who steals things. To reinforce stealing as a class mechanic, thieves will use the all new backstab ability. Sneak attacks are just a form of ambush but backstab has well defined parameters like needing to stand behind the target and it needing to have a discernable living anatomy with vital areas. Backstab multiplies base weapon dice based on level.</li> <li data-xf-list-type="ul"><strong>dropping the hit die</strong>. hit points are out of control so we're back to d4 mages, d6 rogues and clerics and bards, d8 fighters. barbarians gain 5% per level chance to for a bonus action to attack someone behind them to compensate for the loss. Rangers will begin with double dice once again</li> <li data-xf-list-type="ul"><strong>name level.</strong> players are now expected to change it up to politics or hermeticism at 11th level. the clone spell will be updated to enable being in 2 places at once, requiring a member of the party to be 17th level in order to enable anyone in the party to progress beyond 11th level. Progressing beyond name level will also return to +1/+2/+3 hp/lvl with no CON bonus to enable dealing with epic monsters</li> <li data-xf-list-type="ul"><strong>niche protection. </strong>there will be no ranged attacks unless the character is a ranger</li> <li data-xf-list-type="ul"><strong>save or die spells.</strong> true save or die effects will return. only rangers will have them as part of the niche protection. they will follow all of the rule for magic but no one will call them magic. magic is anathema. they will be call ranger slleps instead.</li> <li data-xf-list-type="ul"><strong>TWF style improvements.</strong> all save or die slleps require TWF. TWF is a class ability only available to rangers as part of the niche protection policy</li> <li data-xf-list-type="ul"><strong>old school bard and cleric spellcasting.<em> </em></strong>true to the really nostalgic feel, clerics and bards will no longer gain spells at 1st level and will be capped at 6th level spells. slleps will be available at 1st level because magic is anathema</li> <li data-xf-list-type="ul"><strong>old school wizard spell casting.</strong> wizards will still be capped at 9th level spells, but specialist wizards will be capped at 7th level spells instead. Illusionists rocked back in the day, amirite?</li> <li data-xf-list-type="ul"><strong>a name change reflective of the goal design.</strong> dungeons and dragons are both off-brand. the new name of the game with be "<strong>Drizz't Clones and Cliches"</strong>.</li> </ul><p></p><p>I tried. I'm too tired right now to really give the commentary much thought so at least pretend to laugh. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ashrym, post: 7842346, member: 6750235"] WotC will decide they haven't been truly nostalgic enough. [LIST] [*][B]restricted multiclassing.[/B] original dual classing for humans. dual classing and multiclassing will be modernized with a feat tax. And yes, that means you cannot use any abilities in your old class until the new class levels up enough. ;) [*][B]segments.[/B] everyone raves about the days of segments. back when magic missile was the life or death casting speed for 20th level magic-users vs school children with rocks. nothing screamed power like getting stoned playing d&d. [*][B]concentration.[/B] there have been concentration complaints so clearly the original version is best. good luck making that no save allowed during continuous disruption. fun times [*][B]the return of thieves. [/B]"Rogue" is too derivative. Everyone knows the only roguish trope is someone who steals things. To reinforce stealing as a class mechanic, thieves will use the all new backstab ability. Sneak attacks are just a form of ambush but backstab has well defined parameters like needing to stand behind the target and it needing to have a discernable living anatomy with vital areas. Backstab multiplies base weapon dice based on level. [*][B]dropping the hit die[/B]. hit points are out of control so we're back to d4 mages, d6 rogues and clerics and bards, d8 fighters. barbarians gain 5% per level chance to for a bonus action to attack someone behind them to compensate for the loss. Rangers will begin with double dice once again [*][B]name level.[/B] players are now expected to change it up to politics or hermeticism at 11th level. the clone spell will be updated to enable being in 2 places at once, requiring a member of the party to be 17th level in order to enable anyone in the party to progress beyond 11th level. Progressing beyond name level will also return to +1/+2/+3 hp/lvl with no CON bonus to enable dealing with epic monsters [*][B]niche protection. [/B]there will be no ranged attacks unless the character is a ranger [*][B]save or die spells.[/B] true save or die effects will return. only rangers will have them as part of the niche protection. they will follow all of the rule for magic but no one will call them magic. magic is anathema. they will be call ranger slleps instead. [*][B]TWF style improvements.[/B] all save or die slleps require TWF. TWF is a class ability only available to rangers as part of the niche protection policy [*][B]old school bard and cleric spellcasting.[I] [/I][/B]true to the really nostalgic feel, clerics and bards will no longer gain spells at 1st level and will be capped at 6th level spells. slleps will be available at 1st level because magic is anathema [*][B]old school wizard spell casting.[/B] wizards will still be capped at 9th level spells, but specialist wizards will be capped at 7th level spells instead. Illusionists rocked back in the day, amirite? [*][B]a name change reflective of the goal design.[/B] dungeons and dragons are both off-brand. the new name of the game with be "[B]Drizz't Clones and Cliches"[/B]. [/LIST] I tried. I'm too tired right now to really give the commentary much thought so at least pretend to laugh. ;) [/QUOTE]
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