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<blockquote data-quote="Laurefindel" data-source="post: 7811470" data-attributes="member: 67296"><p>What I think I would have done, or somewhat expected...</p><p></p><ul> <li data-xf-list-type="ul">Move back from 4th edition toward a more 3ed game design.</li> <li data-xf-list-type="ul">Two progression tracks for pretty much everything (BAB, skills, saves): good (2+ 1/2 level) and poor (1/3 level) nothing in between. Proficiency basically gives you good progression. Changes are retroactive when new proficiencies are acquired.</li> <li data-xf-list-type="ul">Three or four tiers of play, each supported with capstone abilities in classes, advice to E5, E10, E15 or E20 games, magic items and monsters divided in tiers.</li> <li data-xf-list-type="ul">Vertical and horizontal class symmetry. All classes follow the same pattern: first level = apprentice level, second level first meaningful level with a +1 bonus/5 level (bard would be bonus to knowledge, ranger to enemies, fighter to damage, paladin to AC etc), third level offers a bunch of options etc, on a 5 level rotation for four tiers of play.</li> <li data-xf-list-type="ul">Less classes but more internal options to make fighter more like a barbarian than a knight, more like a paladin than a cleric, more like a ranger than a druid etc. Same with races. [enter inevitable option bloat with splat books].</li> <li data-xf-list-type="ul">Some sort of upcasting or scaling spells. All bigsby's hands spells folded into one scaling spell for example.</li> <li data-xf-list-type="ul">Rationalization of bonuses/penalties. I prefer advantage/disadvantage, but I honestly didn't think of that or expected something like that.</li> <li data-xf-list-type="ul">"Weponization" of wands, staves and rods with +1 to +5 bonus (spell attack bonus for wands, DC for staves, upcast for rods, etc).</li> <li data-xf-list-type="ul">Some kind of regular vs flat-footed AC formula. I must say I'm not missing it however.</li> <li data-xf-list-type="ul">Max of 2 attacks per round (perhaps three with two-weapon fighting), all with same bonus (no itterative)</li> <li data-xf-list-type="ul">A feat system. Probably with some kind of controversial feat chains or feet trees.</li> <li data-xf-list-type="ul">No or slow stat increases</li> <li data-xf-list-type="ul">Abstraction of "healing" (moral, courage, second wind, divine touch etc.) to be consistent with abstract nature of hp.</li> <li data-xf-list-type="ul">Some sort of "natural 1 is always a fail because a check shouldn't be called if no chances of failure" philosophy.</li> <li data-xf-list-type="ul">More build-in minigames with crafting items, wilderness survival, downtime etc.</li> <li data-xf-list-type="ul">Return to a vancian casting system of some sort, because nostalgia/sacred cow. If I had to guess, one much more class-specialized and contrived than that of 5e.</li> <li data-xf-list-type="ul">Reflexes/fortitude/willpower saves.</li> <li data-xf-list-type="ul">An honest but ultimately failed attempt at reducing reliance on the "big 6"</li> </ul></blockquote><p></p>
[QUOTE="Laurefindel, post: 7811470, member: 67296"] What I think I would have done, or somewhat expected... [LIST] [*]Move back from 4th edition toward a more 3ed game design. [*]Two progression tracks for pretty much everything (BAB, skills, saves): good (2+ 1/2 level) and poor (1/3 level) nothing in between. Proficiency basically gives you good progression. Changes are retroactive when new proficiencies are acquired. [*]Three or four tiers of play, each supported with capstone abilities in classes, advice to E5, E10, E15 or E20 games, magic items and monsters divided in tiers. [*]Vertical and horizontal class symmetry. All classes follow the same pattern: first level = apprentice level, second level first meaningful level with a +1 bonus/5 level (bard would be bonus to knowledge, ranger to enemies, fighter to damage, paladin to AC etc), third level offers a bunch of options etc, on a 5 level rotation for four tiers of play. [*]Less classes but more internal options to make fighter more like a barbarian than a knight, more like a paladin than a cleric, more like a ranger than a druid etc. Same with races. [enter inevitable option bloat with splat books]. [*]Some sort of upcasting or scaling spells. All bigsby's hands spells folded into one scaling spell for example. [*]Rationalization of bonuses/penalties. I prefer advantage/disadvantage, but I honestly didn't think of that or expected something like that. [*]"Weponization" of wands, staves and rods with +1 to +5 bonus (spell attack bonus for wands, DC for staves, upcast for rods, etc). [*]Some kind of regular vs flat-footed AC formula. I must say I'm not missing it however. [*]Max of 2 attacks per round (perhaps three with two-weapon fighting), all with same bonus (no itterative) [*]A feat system. Probably with some kind of controversial feat chains or feet trees. [*]No or slow stat increases [*]Abstraction of "healing" (moral, courage, second wind, divine touch etc.) to be consistent with abstract nature of hp. [*]Some sort of "natural 1 is always a fail because a check shouldn't be called if no chances of failure" philosophy. [*]More build-in minigames with crafting items, wilderness survival, downtime etc. [*]Return to a vancian casting system of some sort, because nostalgia/sacred cow. If I had to guess, one much more class-specialized and contrived than that of 5e. [*]Reflexes/fortitude/willpower saves. [*]An honest but ultimately failed attempt at reducing reliance on the "big 6" [/LIST] [/QUOTE]
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