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<blockquote data-quote="5ekyu" data-source="post: 7316365" data-attributes="member: 6919838"><p>So OK</p><p></p><p>Simplify Experience and CR Budgets</p><p>i would have the Session (maybe Milestone maybe Event-based) etc be the default (simplicity first) advancement system with different rates at different tiers and have the more calculated Xp per monster tracking be considered the optional (advanced) system. 5e did a lot of things for simplicity sake but left one of the more mathy aspects that serves no real advantage in place. Similarly, they could use CR not Xp for budget building to simplify the math there as well.</p><p></p><p>I would have the proficiency die be the norm and the average put there alongside it like they do in so many cases already. The proficiency die option impacts the extremes (low side) of the D20 being so big and i think that is actually quite helpful in containing that big a random element.</p><p></p><p>I would have a multi-success/fail skill system very similar to death saves as a normal element for skill checks that take more than one action with a failure requiring a change in approach sort of thing to avoid disadvantage..</p><p></p><p>I would provide a variety of options (DMG) for death and Resurrection variants and how they impact different settings/games.</p><p></p><p>Initiative would be based off Wisdom for "perception" and "situational awareness", not Dex for reflex - unless it was replaced altogether with a simpler variant with more choice given to players (and NPCs) in their action order.</p><p></p><p>Provide in the DMG several "standard benchmark encounters" which would be frankly combat related that the Gm could use and judge the outcomes (there could be a series of benchmarks for how quickly it ends etc) to get a broad "power rank" for his PCs. That power rank could then be worked into the CR system for balancing encounters. Essentially for anyone who needs the CR system, there needs to be a way to benchmark their set of PC/players to see where it fits vs the "assumed" party - it would be helpful.</p><p></p><p>Critical hits should have more options than just extra damage and should allow the imposition of certain conditions, based on the type of damage done with attacker choice involved. Say three different "crit benefits" for each type of damage with maybe the extra HP being one of those options. let a maul crit have an option for knockdown or knockback, for instance. let a piercing have an option for reduced healing for a time. Let necromantic have the option for countering healing for a time. let fire have an option for... etc.</p><p></p><p>Just a few.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7316365, member: 6919838"] So OK Simplify Experience and CR Budgets i would have the Session (maybe Milestone maybe Event-based) etc be the default (simplicity first) advancement system with different rates at different tiers and have the more calculated Xp per monster tracking be considered the optional (advanced) system. 5e did a lot of things for simplicity sake but left one of the more mathy aspects that serves no real advantage in place. Similarly, they could use CR not Xp for budget building to simplify the math there as well. I would have the proficiency die be the norm and the average put there alongside it like they do in so many cases already. The proficiency die option impacts the extremes (low side) of the D20 being so big and i think that is actually quite helpful in containing that big a random element. I would have a multi-success/fail skill system very similar to death saves as a normal element for skill checks that take more than one action with a failure requiring a change in approach sort of thing to avoid disadvantage.. I would provide a variety of options (DMG) for death and Resurrection variants and how they impact different settings/games. Initiative would be based off Wisdom for "perception" and "situational awareness", not Dex for reflex - unless it was replaced altogether with a simpler variant with more choice given to players (and NPCs) in their action order. Provide in the DMG several "standard benchmark encounters" which would be frankly combat related that the Gm could use and judge the outcomes (there could be a series of benchmarks for how quickly it ends etc) to get a broad "power rank" for his PCs. That power rank could then be worked into the CR system for balancing encounters. Essentially for anyone who needs the CR system, there needs to be a way to benchmark their set of PC/players to see where it fits vs the "assumed" party - it would be helpful. Critical hits should have more options than just extra damage and should allow the imposition of certain conditions, based on the type of damage done with attacker choice involved. Say three different "crit benefits" for each type of damage with maybe the extra HP being one of those options. let a maul crit have an option for knockdown or knockback, for instance. let a piercing have an option for reduced healing for a time. Let necromantic have the option for countering healing for a time. let fire have an option for... etc. Just a few. [/QUOTE]
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