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<blockquote data-quote="Thunderfoot" data-source="post: 5722222" data-attributes="member: 34175"><p>Without completely reverting to 1e/2e a few things I would like to see.</p><p></p><p>1) Vancian Magic - 4e killed magic for me, or moreover made it less magic and more like everybody has magic. Not what I want in a system. However it doesn't have to be PURE Vancian, level based spells and spell points or power or whatnot is totally acceptable.</p><p></p><p>2) Class advancement relative to power increase. Lot's of people complain that fighters are less powerful than magic-users at higher levels and then gripe that the old 1e/2e method of differential experience levels was unfair. Just the opposite. It took forever to level-up as a mage because of the "phenomenal cosmic powers" you inherited.</p><p></p><p>3) Feats for Fighting classes only. No this isn't an attempt to "even" up the power difference between Fighters and Magic-Users/Clerics, but an attempt to remove the "Cookie cutter Fighter". Feats would be geared to different ability scores so that a fighter with a 17 Int and 6 Str would be just as viable as a fighter with 17 Str and 6 Int. </p><p></p><p>4) Make the Paladin a Fighting Priest and the Cleric a Magic Priest. Same HP, Armor, Saves, etc but Paladins have access skills and powers and Clerics have access to spells.</p><p></p><p>5) Bring in optional "Social Status" rules that include starting money, equipment availability, retainer availability and possible arch-nemeses from low levels.</p><p></p><p>6) The concept of "rising to the top of the cream" in level advancement. 1st level is commoner with some training, 9th level is a skilled professional, beyond that is where legends are born.</p><p></p><p>7) Make it non-world specific. The last Core Rules made the monetary system, equipment and the concepts of 'Feywild' and such very tied to the "points of light" and then forced the system to have to be re-worked in order to rid it of such influence (which was a pain in the butt.) Likewise 3rd edition made "Greyhawk" the primary world and put the deities and such in the Core rules. No other previous edition had done that and I think D&D has suffered a bit for it. Basic game concepts only. Campaign specific details should be limited to campaign guides.</p><p></p><p>8) 'Realistic' Artwork. Fantasy artwork is very much flavor of the month. There are, however, generic "truisms (for lack of a better word)" that should follow any generic system. Humans look like humans, elves are slender-ish, dwarves are smaller than humans, etc, however there doesn't need to be a limiting definition to them. The crappy fantasy armor that was created for 3rd/4th edition often left very little in the way historical accuracy and limited the imagination in some aspects to those who had never done any research.</p><p></p><p>9) Research - a list of books, references and articles that are listed in the Core Rules books to further guide and or inspire younger or novice players.</p><p></p><p>10) Ritual magic! 4e stumbled on a few things but they hit this one out of the park. For the first time rituals were able to be collected and performed without limiting spell/ability selection or affecting session play unless they were specifically needed. That being said there are certain spells that were included that should not be in the ritual list - "immediate" detection spells. For example <em>Detect Magic,</em> etc, should be available for instantaneous casting, however the scope of their power should be severely limited - is something magical, yes or no. Relative power, number/type of spells present, specific identification etc should be ritualistic. Spells that "find" something like a secret door could go either way - instantaneous "find/detect" spells should be limited in duration and power by level.</p><p></p><p>11) Saving throws - they are good but I don't think they've found the "perfect" system yet. Ability based Saves cause some abilities to be "better" than others while vague category Saves are just that - vague. There is a happy medium somewhere, I just don't know what it is yet.</p><p></p><p>12) Simplify, Simplify, Simplify! If I want options, I pay for them, ie splats. Don't try to invent the "pen-ultimate" system, it only leaves you with nowhere to go. Lower the cost of the initial outlay and buck the trend of beefy, large, voluminous tomes and strip it down to the basics. It increases revenue over the long term and makes it more accessible right off the bat, something that the game has been missing for quite some time.</p><p></p><p>13) Give the DMG world building tools and the knowledge of rule that players DON'T have access to. The DM used to be a seat of power in the universe, one where the rules and the world were created by those <strong><u>who knew how to use them</u></strong> - 2e started changing that and 3e/4e took it away entirely in small bite sized chunks. The DM is not a god, but they should be able to play one on TV. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> DMs shouldn't need characters to play, they should be too busy with NPCs, deities and other world altering decisions. Who cares about Marvin the Mary Sue Magician. there are bigger things to worry about, like the looming war on the southern horizon and who's really buried in Grant's Tomb?</p><p></p><p></p><p>Other stuff for consideration:</p><p></p><p>A simple PHB, DMG and MM for the core with the first set of releases being a campaign guide, a campaign monster guide and a player class/race expansion book or two. Maybe a guide for practical campaign design or officiating. Make the tools GOOD so that people want to purchases them not feel that have to purchase them. Lose the 5 books a quarter schedule that has you running out of ideas in year 4. Slow down production and give quality over quantity. Improve the accessories and make them the "seasonal" items, not rule books. 1e and 2e survived for many years before the "new book" creep started to destroy them. Give the players what they NEED not what the want out of the gate and then give them their wants over the next ten years or so. The company is secure, growth is assured and expansion into the mainstream is only a K-mart/Target or Wal-Mart away.</p><p></p><p>Also, have Hasbro market a board game version that can be like a gateway drug (Like the old DUNGEONS! game.) to the system. It doesn't include system rules, but it does include system tropes that will turn the appeal of D&D in to a mass market item instead of a niche market item.</p><p></p><p>Also, support other companies in the industry by selling incensing for certain "accessory items" like minis, dice and such to third party companies. It fixes some of the OGL backlash of 4e while keeping the OGL "glut" of 3e down to minimalist proportions. Ral Partha, Judges Guild, Citadel, all bore the "Official Accessory Product of D&D" seal at one time, they pay for the rights, you limit the access to them and everyone makes money and more importantly, the GAMERS ARE HAPPY!!! Don't branch into "official" items like toys, comic books, TV shows and such. Limit your brand to QUALITY products and you will find that this might very well be the FINAL definitive edition of D&D, not just the latest.</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 5722222, member: 34175"] Without completely reverting to 1e/2e a few things I would like to see. 1) Vancian Magic - 4e killed magic for me, or moreover made it less magic and more like everybody has magic. Not what I want in a system. However it doesn't have to be PURE Vancian, level based spells and spell points or power or whatnot is totally acceptable. 2) Class advancement relative to power increase. Lot's of people complain that fighters are less powerful than magic-users at higher levels and then gripe that the old 1e/2e method of differential experience levels was unfair. Just the opposite. It took forever to level-up as a mage because of the "phenomenal cosmic powers" you inherited. 3) Feats for Fighting classes only. No this isn't an attempt to "even" up the power difference between Fighters and Magic-Users/Clerics, but an attempt to remove the "Cookie cutter Fighter". Feats would be geared to different ability scores so that a fighter with a 17 Int and 6 Str would be just as viable as a fighter with 17 Str and 6 Int. 4) Make the Paladin a Fighting Priest and the Cleric a Magic Priest. Same HP, Armor, Saves, etc but Paladins have access skills and powers and Clerics have access to spells. 5) Bring in optional "Social Status" rules that include starting money, equipment availability, retainer availability and possible arch-nemeses from low levels. 6) The concept of "rising to the top of the cream" in level advancement. 1st level is commoner with some training, 9th level is a skilled professional, beyond that is where legends are born. 7) Make it non-world specific. The last Core Rules made the monetary system, equipment and the concepts of 'Feywild' and such very tied to the "points of light" and then forced the system to have to be re-worked in order to rid it of such influence (which was a pain in the butt.) Likewise 3rd edition made "Greyhawk" the primary world and put the deities and such in the Core rules. No other previous edition had done that and I think D&D has suffered a bit for it. Basic game concepts only. Campaign specific details should be limited to campaign guides. 8) 'Realistic' Artwork. Fantasy artwork is very much flavor of the month. There are, however, generic "truisms (for lack of a better word)" that should follow any generic system. Humans look like humans, elves are slender-ish, dwarves are smaller than humans, etc, however there doesn't need to be a limiting definition to them. The crappy fantasy armor that was created for 3rd/4th edition often left very little in the way historical accuracy and limited the imagination in some aspects to those who had never done any research. 9) Research - a list of books, references and articles that are listed in the Core Rules books to further guide and or inspire younger or novice players. 10) Ritual magic! 4e stumbled on a few things but they hit this one out of the park. For the first time rituals were able to be collected and performed without limiting spell/ability selection or affecting session play unless they were specifically needed. That being said there are certain spells that were included that should not be in the ritual list - "immediate" detection spells. For example [I]Detect Magic,[/I] etc, should be available for instantaneous casting, however the scope of their power should be severely limited - is something magical, yes or no. Relative power, number/type of spells present, specific identification etc should be ritualistic. Spells that "find" something like a secret door could go either way - instantaneous "find/detect" spells should be limited in duration and power by level. 11) Saving throws - they are good but I don't think they've found the "perfect" system yet. Ability based Saves cause some abilities to be "better" than others while vague category Saves are just that - vague. There is a happy medium somewhere, I just don't know what it is yet. 12) Simplify, Simplify, Simplify! If I want options, I pay for them, ie splats. Don't try to invent the "pen-ultimate" system, it only leaves you with nowhere to go. Lower the cost of the initial outlay and buck the trend of beefy, large, voluminous tomes and strip it down to the basics. It increases revenue over the long term and makes it more accessible right off the bat, something that the game has been missing for quite some time. 13) Give the DMG world building tools and the knowledge of rule that players DON'T have access to. The DM used to be a seat of power in the universe, one where the rules and the world were created by those [B][U]who knew how to use them[/U][/B] - 2e started changing that and 3e/4e took it away entirely in small bite sized chunks. The DM is not a god, but they should be able to play one on TV. :) DMs shouldn't need characters to play, they should be too busy with NPCs, deities and other world altering decisions. Who cares about Marvin the Mary Sue Magician. there are bigger things to worry about, like the looming war on the southern horizon and who's really buried in Grant's Tomb? Other stuff for consideration: A simple PHB, DMG and MM for the core with the first set of releases being a campaign guide, a campaign monster guide and a player class/race expansion book or two. Maybe a guide for practical campaign design or officiating. Make the tools GOOD so that people want to purchases them not feel that have to purchase them. Lose the 5 books a quarter schedule that has you running out of ideas in year 4. Slow down production and give quality over quantity. Improve the accessories and make them the "seasonal" items, not rule books. 1e and 2e survived for many years before the "new book" creep started to destroy them. Give the players what they NEED not what the want out of the gate and then give them their wants over the next ten years or so. The company is secure, growth is assured and expansion into the mainstream is only a K-mart/Target or Wal-Mart away. Also, have Hasbro market a board game version that can be like a gateway drug (Like the old DUNGEONS! game.) to the system. It doesn't include system rules, but it does include system tropes that will turn the appeal of D&D in to a mass market item instead of a niche market item. Also, support other companies in the industry by selling incensing for certain "accessory items" like minis, dice and such to third party companies. It fixes some of the OGL backlash of 4e while keeping the OGL "glut" of 3e down to minimalist proportions. Ral Partha, Judges Guild, Citadel, all bore the "Official Accessory Product of D&D" seal at one time, they pay for the rights, you limit the access to them and everyone makes money and more importantly, the GAMERS ARE HAPPY!!! Don't branch into "official" items like toys, comic books, TV shows and such. Limit your brand to QUALITY products and you will find that this might very well be the FINAL definitive edition of D&D, not just the latest. [/QUOTE]
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