Lanefan
Victoria Rules
Where should 5e go?
- More realism where possible, at expense of gamism.
- A serious shift in attitude from "the rules are rules" to "the rules are guidelines"; corollary to this is not to try and make a rule for everything, and to encourage house-ruling and tweaking.
- Fewer bonuses (or lower possible bonus numbers) of all kinds. Rule of thumb: if the bonus or +-amount is or can be bigger than the number of sides on the die you're rolling, there's a problem.
- More focus on character personalities and less on character optimization. Ideally, a char-ops board for 5e would serve no useful function at all.
- The return of resource management, be it of spells, gear, time, whatever.
- A return to archetypal classes and races as the norm, with non-archetypes as the exception.
- Spells that feel like magic; with components, casting times, chance of failure, and not everyone can cast 'em.
- A flexible system that can handle different game styles right from the start; even to the point of rules subsets for said styles. These subset expansions could be put out in booklets about the size of an adventure module (but would have to come out with the initial release to be of any use). Some ideas:
~~ A rules subset for long slow-advancing campaigns
~~ A rules subset for tournaments and one-offs
~~ A rules subset for beginners
~~ A rules subset for heroic play (like 4e, you're a hero before you start)
~~ A rules subset for grim-'n'-gritty (you're a commoner to start and might never get too far beyond that)
~~ A rules subset for games where PCs can/cannot create their own magic items (whichever is opposite to the default)
~~ A rules subset for online play
I'm sure I'll think of more later...
Lan-"and it has to have mules. And harlots, too!"-efan
- More realism where possible, at expense of gamism.
- A serious shift in attitude from "the rules are rules" to "the rules are guidelines"; corollary to this is not to try and make a rule for everything, and to encourage house-ruling and tweaking.
- Fewer bonuses (or lower possible bonus numbers) of all kinds. Rule of thumb: if the bonus or +-amount is or can be bigger than the number of sides on the die you're rolling, there's a problem.
- More focus on character personalities and less on character optimization. Ideally, a char-ops board for 5e would serve no useful function at all.
- The return of resource management, be it of spells, gear, time, whatever.
- A return to archetypal classes and races as the norm, with non-archetypes as the exception.
- Spells that feel like magic; with components, casting times, chance of failure, and not everyone can cast 'em.
- A flexible system that can handle different game styles right from the start; even to the point of rules subsets for said styles. These subset expansions could be put out in booklets about the size of an adventure module (but would have to come out with the initial release to be of any use). Some ideas:
~~ A rules subset for long slow-advancing campaigns
~~ A rules subset for tournaments and one-offs
~~ A rules subset for beginners
~~ A rules subset for heroic play (like 4e, you're a hero before you start)
~~ A rules subset for grim-'n'-gritty (you're a commoner to start and might never get too far beyond that)
~~ A rules subset for games where PCs can/cannot create their own magic items (whichever is opposite to the default)
~~ A rules subset for online play
I'm sure I'll think of more later...
Lan-"and it has to have mules. And harlots, too!"-efan