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Where do you see (or want) 5.0 to go?
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<blockquote data-quote="OpsKT" data-source="post: 5133109" data-attributes="member: 70780"><p>Here too. v3.5 had some good stuff, but the extra math is what made me not enjoy running it. 4e could do to have some more math taken out as well. Here's what I would hope for in my ideal 5e;</p><p></p><p>1) Keep the 'powers' format for Divine/Arcane classes, but use the Talent Tree setup from SAGA/d20 Modern for Martial Classes. Talent Trees might make more sense for Psychics too. I can't say for sure there, as I've never really been fond of any Psionic system in any edition of D&D. </p><p></p><p>1b) Within that setup, allow for multiclasing, but have a requirement to be met before you can start learning aspects of the class. Your fighter wants to learn some warlock stuff, cool. Get your arcane skill up to a specific amount, and use the skill successfully in a specific number of encounters. </p><p></p><p>2) Tie utility powers/talents to skills. Fix skill challenges. I avoid using them because they suck. They are the biggest disappointment I have with 4e. If they can't work, just swap it out for the extended skill test idea from World of Darkness. That works. </p><p></p><p>3) The math works without "+X" items. Magic items are magic because they have a property or do something unusual. Cut back on number of magic items distributed over levels, and scale them based on need (weapons/armor -> implements -> other ).</p><p></p><p>4) Cut back on the raw numbers. A +1/2 Level is too much. Maybe getting a +2 at Paragon, and another +3 at Epic tiers. Reduce the numbers of all things (monsters, powers, etc) accordingly. This would allow '_______ tier' monsters and items to be valid through the whole tier.</p><p></p><p>5) Finally kill the sacred cow of levels. Tied to above, kind of like in Savage Worlds, your XP total earned would be used to determine your tier, but you would spend earned XP on attributes/skills/powers as desired, but within the purview of your class(es). Buying stuff for your multiclasses would cost more than the stuff for your primary class. </p><p></p><p>6) No release till 2018. Start playtesting in 2015. Push it back if it is not ready.</p><p></p><p>That's what I hope for.</p></blockquote><p></p>
[QUOTE="OpsKT, post: 5133109, member: 70780"] Here too. v3.5 had some good stuff, but the extra math is what made me not enjoy running it. 4e could do to have some more math taken out as well. Here's what I would hope for in my ideal 5e; 1) Keep the 'powers' format for Divine/Arcane classes, but use the Talent Tree setup from SAGA/d20 Modern for Martial Classes. Talent Trees might make more sense for Psychics too. I can't say for sure there, as I've never really been fond of any Psionic system in any edition of D&D. 1b) Within that setup, allow for multiclasing, but have a requirement to be met before you can start learning aspects of the class. Your fighter wants to learn some warlock stuff, cool. Get your arcane skill up to a specific amount, and use the skill successfully in a specific number of encounters. 2) Tie utility powers/talents to skills. Fix skill challenges. I avoid using them because they suck. They are the biggest disappointment I have with 4e. If they can't work, just swap it out for the extended skill test idea from World of Darkness. That works. 3) The math works without "+X" items. Magic items are magic because they have a property or do something unusual. Cut back on number of magic items distributed over levels, and scale them based on need (weapons/armor -> implements -> other ). 4) Cut back on the raw numbers. A +1/2 Level is too much. Maybe getting a +2 at Paragon, and another +3 at Epic tiers. Reduce the numbers of all things (monsters, powers, etc) accordingly. This would allow '_______ tier' monsters and items to be valid through the whole tier. 5) Finally kill the sacred cow of levels. Tied to above, kind of like in Savage Worlds, your XP total earned would be used to determine your tier, but you would spend earned XP on attributes/skills/powers as desired, but within the purview of your class(es). Buying stuff for your multiclasses would cost more than the stuff for your primary class. 6) No release till 2018. Start playtesting in 2015. Push it back if it is not ready. That's what I hope for. [/QUOTE]
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