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<blockquote data-quote="Shiroiken" data-source="post: 7997161" data-attributes="member: 6775477"><p>Heh. I was designing my own edition of 5E during the playtest, using the ideas that I liked from the playtest and other ideas I had of my own. I did this because after 4E, which my group grew to despise, we didn't have much faith in WotC turning out a good product. Fortunately, we were quite wrong!</p><p></p><p>Most aspects of the game can be removed, but there are parts that can't be simply removed without impacting other things. For example, if you don't like a class/sub-class/race/feat/whatever, there's nothing stopping the DM from simply saying "no." The base game is super simple, with 4 races, 4 classes with sub-class each, no feats or multi-classing. Options are minimal, and non-existent after character creation.</p><p></p><p>Somethings are harder to change without upsetting the balance. One great example that was a massive flame war on the WotC forums about non-magical healing. Second Wind is harder to remove (if you hate non-magical healing) without weakening the class, but in this case changing it to Temp HP works fairly well. If you don't like spell slots, you can try to remove it to convert to a Spell Point system, but obviously that can have balance changes too (which is why they never made said module IMO).</p><p></p><p>Care to explain? Do you primarily do Organized Play?</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7997161, member: 6775477"] Heh. I was designing my own edition of 5E during the playtest, using the ideas that I liked from the playtest and other ideas I had of my own. I did this because after 4E, which my group grew to despise, we didn't have much faith in WotC turning out a good product. Fortunately, we were quite wrong! Most aspects of the game can be removed, but there are parts that can't be simply removed without impacting other things. For example, if you don't like a class/sub-class/race/feat/whatever, there's nothing stopping the DM from simply saying "no." The base game is super simple, with 4 races, 4 classes with sub-class each, no feats or multi-classing. Options are minimal, and non-existent after character creation. Somethings are harder to change without upsetting the balance. One great example that was a massive flame war on the WotC forums about non-magical healing. Second Wind is harder to remove (if you hate non-magical healing) without weakening the class, but in this case changing it to Temp HP works fairly well. If you don't like spell slots, you can try to remove it to convert to a Spell Point system, but obviously that can have balance changes too (which is why they never made said module IMO). Care to explain? Do you primarily do Organized Play? [/QUOTE]
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