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Where do you see (or want) 5.0 to go?
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<blockquote data-quote="Rechan" data-source="post: 5132667" data-attributes="member: 54846"><p>A lot like 4e, but even more streamlined. I really dislike how basically your class/build hangs so important on a primary ability score, and that ability score needs to be huge. This makes multi-classing out of your primary score a pain in the ass, and gives huge incentive to play a race with the boost to that primary score, as well as having low stats except for your primary/secondary score or else "the maths" doesn't work.</p><p></p><p>No "Expertise" BS ever. Make "The math" work from day one. </p><p></p><p>Magical weapons <strong>aren't needed at all</strong> for "The Math" to work, therefore magical weapons can be made COOL, Unique, and Rare, rather than "+1 sword that does +d6 fire damage on a daily". I'd be happy if folks only had 1-3 magical items their entire career - and clung to them. <strong>Magical items are not in the economy</strong>. </p><p></p><p>Abstract the economy and integrate favors, boons, resources (Keeps et al) as part of it.</p><p></p><p>Tie combat powers/class features to the Combat Role, but create a separate Out of Combat Role and tie skills to that. Something like 'Scholar' 'Scout' 'Sneak' 'Socialite' 'Tough Guy' 'Athlete'. Each of these comes with a package of skills. This way, your Fighter is a Defender, but he can also be a Scholar (and have knowledge skills rather than physical ones), a Cleric can be a Sneak (stealthy and thiefy) and a Wizard can be a socialite (with social skills instead of knowledge).</p><p></p><p>Revitalize skill challenges; they don't go far enough. Instead, model them after combat, with various <em>options</em>. For instance social combat (whittling away resolve/putting conditions) instead of just "Bluff/intimidate/diplomacy vs. DC". Silo non-combat powers to the Out of Combat/Skill Role.</p><p></p><p>I almost want to see the system look like lego blocks; you can plug a piece in or leave it out, and it doesn't effect the Game. Such as a player picking a Class Feature package, a Combat Role, and Non-Combat Role. Leaving the economy out, leaving magical weapons out, or leaving COMBAT OUT is purely OK - you can assemble and run a game without one of the other parts.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5132667, member: 54846"] A lot like 4e, but even more streamlined. I really dislike how basically your class/build hangs so important on a primary ability score, and that ability score needs to be huge. This makes multi-classing out of your primary score a pain in the ass, and gives huge incentive to play a race with the boost to that primary score, as well as having low stats except for your primary/secondary score or else "the maths" doesn't work. No "Expertise" BS ever. Make "The math" work from day one. Magical weapons [B]aren't needed at all[/B] for "The Math" to work, therefore magical weapons can be made COOL, Unique, and Rare, rather than "+1 sword that does +d6 fire damage on a daily". I'd be happy if folks only had 1-3 magical items their entire career - and clung to them. [B]Magical items are not in the economy[/B]. Abstract the economy and integrate favors, boons, resources (Keeps et al) as part of it. Tie combat powers/class features to the Combat Role, but create a separate Out of Combat Role and tie skills to that. Something like 'Scholar' 'Scout' 'Sneak' 'Socialite' 'Tough Guy' 'Athlete'. Each of these comes with a package of skills. This way, your Fighter is a Defender, but he can also be a Scholar (and have knowledge skills rather than physical ones), a Cleric can be a Sneak (stealthy and thiefy) and a Wizard can be a socialite (with social skills instead of knowledge). Revitalize skill challenges; they don't go far enough. Instead, model them after combat, with various [I]options[/I]. For instance social combat (whittling away resolve/putting conditions) instead of just "Bluff/intimidate/diplomacy vs. DC". Silo non-combat powers to the Out of Combat/Skill Role. I almost want to see the system look like lego blocks; you can plug a piece in or leave it out, and it doesn't effect the Game. Such as a player picking a Class Feature package, a Combat Role, and Non-Combat Role. Leaving the economy out, leaving magical weapons out, or leaving COMBAT OUT is purely OK - you can assemble and run a game without one of the other parts. [/QUOTE]
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