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YOU are in charge of the next PHB! What do you change?
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<blockquote data-quote="Ruin Explorer" data-source="post: 8306524" data-attributes="member: 18"><p>Well yes to all of that for starters. Let's bullet-point this shiz:</p><p></p><p><strong>General:</strong></p><ul> <li data-xf-list-type="ul">Alignment is barely mentioned</li> <li data-xf-list-type="ul">Short rest is down to 10 mins</li> </ul><p><strong>Races:</strong></p><ul> <li data-xf-list-type="ul">Lineages replace races</li> <li data-xf-list-type="ul">Darkvision becomes low-light vision by default</li> <li data-xf-list-type="ul">Variant Tiefling is default Tiefling</li> <li data-xf-list-type="ul">Dragonborn use the new Dragonborn approach</li> <li data-xf-list-type="ul">Halfings inexplicably missing from index/table of contents and last in race chapter despite beginning with H in effort to give halfing fans a heart attack</li> <li data-xf-list-type="ul">Gnomes replaced with 4E-style gnomes</li> <li data-xf-list-type="ul">Fairies are in</li> <li data-xf-list-type="ul">Half-Orcs are out</li> <li data-xf-list-type="ul">Orcs are in</li> </ul><p><strong>Classes/archetypes:</strong></p><ul> <li data-xf-list-type="ul">Loads of +stat mod or usuable stat mod times stuff changed to proficiency (no brainer) - would need some tweaks in a few places</li> <li data-xf-list-type="ul">All "major" customizations moved to L3 (I could be argued into L1).</li> <li data-xf-list-type="ul">In most cases different subclasses but we'll be here all day if I list them all.</li> <li data-xf-list-type="ul">Clerics broken into two customization parts - major customization is whether they're a melee, zapping, or support/utility-spells Cleric, minor customization is god (which just influences spell list). God is L1, major customization is L3.</li> <li data-xf-list-type="ul">Wizards customization changed so specialist wizard is just one thing, but the best-designed specialist broken out into their own subclasses (Diviner hilariously). Reduced to sane number of subclasses as result.</li> <li data-xf-list-type="ul">Fighters redesigned so Battlemaster stuff is part of core Fighter design - every Fighter archetype in the PHB gets access to manuevers/dice, BM just gets a lot more</li> <li data-xf-list-type="ul">Monks redesigned and refluffed to clearly just be martial artists, core Monk chassis severely stripped down, most of the weird features removed and given to a sort of Shaolin Monk equivalent subclass. Better alternatives to stunning strike provided. Design space from removing weird Shaolin-esque features used to make archetypes work better.</li> <li data-xf-list-type="ul">Sorcerers redesigned to use purely points-based casting - no more weird mix of slots and points.</li> <li data-xf-list-type="ul">Ranger made less rubbish, Tashas options made default assumptions for the most part, totally different subclasses default</li> </ul><p><strong>Skills</strong></p><ul> <li data-xf-list-type="ul">Skills mechanics heavily re-worked</li> <li data-xf-list-type="ul">Plot-point style mechanic built in to game to allow people to "take 10" on skills pretty regularly but not constantly</li> <li data-xf-list-type="ul">Detailed guidance on what pass/fail on skills actually means</li> <li data-xf-list-type="ul">Social skills particularly detailed re: default assumptions about when you can use them, and what they can achieve, and what pass/fail is likely to actually mean in a given situation</li> <li data-xf-list-type="ul">Clear information that suggests DMs should not be asking you to roll the same skill repeatedly</li> <li data-xf-list-type="ul">Default situation is that failure is not catastrophic clearly stated</li> </ul><p><strong>Combat</strong></p><ul> <li data-xf-list-type="ul">Surprise changed to not be dumb and make no sense.</li> </ul><p>Gotta go now but maybe more later.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8306524, member: 18"] Well yes to all of that for starters. Let's bullet-point this shiz: [B]General:[/B] [LIST] [*]Alignment is barely mentioned [*]Short rest is down to 10 mins [/LIST] [B]Races:[/B] [LIST] [*]Lineages replace races [*]Darkvision becomes low-light vision by default [*]Variant Tiefling is default Tiefling [*]Dragonborn use the new Dragonborn approach [*]Halfings inexplicably missing from index/table of contents and last in race chapter despite beginning with H in effort to give halfing fans a heart attack [*]Gnomes replaced with 4E-style gnomes [*]Fairies are in [*]Half-Orcs are out [*]Orcs are in [/LIST] [B]Classes/archetypes:[/B] [LIST] [*]Loads of +stat mod or usuable stat mod times stuff changed to proficiency (no brainer) - would need some tweaks in a few places [*]All "major" customizations moved to L3 (I could be argued into L1). [*]In most cases different subclasses but we'll be here all day if I list them all. [*]Clerics broken into two customization parts - major customization is whether they're a melee, zapping, or support/utility-spells Cleric, minor customization is god (which just influences spell list). God is L1, major customization is L3. [*]Wizards customization changed so specialist wizard is just one thing, but the best-designed specialist broken out into their own subclasses (Diviner hilariously). Reduced to sane number of subclasses as result. [*]Fighters redesigned so Battlemaster stuff is part of core Fighter design - every Fighter archetype in the PHB gets access to manuevers/dice, BM just gets a lot more [*]Monks redesigned and refluffed to clearly just be martial artists, core Monk chassis severely stripped down, most of the weird features removed and given to a sort of Shaolin Monk equivalent subclass. Better alternatives to stunning strike provided. Design space from removing weird Shaolin-esque features used to make archetypes work better. [*]Sorcerers redesigned to use purely points-based casting - no more weird mix of slots and points. [*]Ranger made less rubbish, Tashas options made default assumptions for the most part, totally different subclasses default [/LIST] [B]Skills[/B] [LIST] [*]Skills mechanics heavily re-worked [*]Plot-point style mechanic built in to game to allow people to "take 10" on skills pretty regularly but not constantly [*]Detailed guidance on what pass/fail on skills actually means [*]Social skills particularly detailed re: default assumptions about when you can use them, and what they can achieve, and what pass/fail is likely to actually mean in a given situation [*]Clear information that suggests DMs should not be asking you to roll the same skill repeatedly [*]Default situation is that failure is not catastrophic clearly stated [/LIST] [B]Combat[/B] [LIST] [*]Surprise changed to not be dumb and make no sense. [/LIST] Gotta go now but maybe more later. [/QUOTE]
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