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Your 5E Hypothetical Variant
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<blockquote data-quote="Ratskinner" data-source="post: 7812025" data-attributes="member: 6688937"><p>Interesting question:</p><p></p><p>I think I would have done the following:</p><ul> <li data-xf-list-type="ul">Keep the 4e monster aren't PCs thing. Just makes life easy for the DM. Along with that, the easy-to-use encounter building.</li> <li data-xf-list-type="ul">All classes refresh on a similar schedule...paladins, I'm looking at you.</li> <li data-xf-list-type="ul">Change the social skills to more "action-y" things. For example, "Parley" for negotiating a deal, and "Command" for giving someone orders or intimidation. Additionally, include more fiction-first notions of what actually happens when you roll them, and when you can roll them.</li> <li data-xf-list-type="ul">More martial-only options...I have no idea why Rangers <u>must</u> cast spells.</li> <li data-xf-list-type="ul">Reduce the number of classes...especially spellcasters...I don't think I would reproduce 2e this way, but that's more of what I would look for. I feel like 90% of what Warlock and Sorcerer bring to the table could be compacted into a choice that wizards make at first level. Or maybe even see the next point:</li> <li data-xf-list-type="ul">Similarly, early in 5e's design process, there was an idea kicking about for a sort of modular class...So "Paladin" might be a set of abilities that you could bolt on to any "root" class. That would let you package flavor more distinctly from class. I liked that idea a lot. This would especially be true if you could include an actual character arc in it.</li> <li data-xf-list-type="ul">Lighting/blinding/visibility rules that actually make sense.</li> <li data-xf-list-type="ul">Some kind of "countdown clock" thing for non-combat complicated scenes. I wasn't a huge fan of the 4e skill challenge, but I like the direction and purpose it serves.</li> </ul><p>I think that's about it. I generally like 5e as an edition of D&D. My other changes would probably violate the "still D&D" thing.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7812025, member: 6688937"] Interesting question: I think I would have done the following: [LIST] [*]Keep the 4e monster aren't PCs thing. Just makes life easy for the DM. Along with that, the easy-to-use encounter building. [*]All classes refresh on a similar schedule...paladins, I'm looking at you. [*]Change the social skills to more "action-y" things. For example, "Parley" for negotiating a deal, and "Command" for giving someone orders or intimidation. Additionally, include more fiction-first notions of what actually happens when you roll them, and when you can roll them. [*]More martial-only options...I have no idea why Rangers [U]must[/U] cast spells. [*]Reduce the number of classes...especially spellcasters...I don't think I would reproduce 2e this way, but that's more of what I would look for. I feel like 90% of what Warlock and Sorcerer bring to the table could be compacted into a choice that wizards make at first level. Or maybe even see the next point: [*]Similarly, early in 5e's design process, there was an idea kicking about for a sort of modular class...So "Paladin" might be a set of abilities that you could bolt on to any "root" class. That would let you package flavor more distinctly from class. I liked that idea a lot. This would especially be true if you could include an actual character arc in it. [*]Lighting/blinding/visibility rules that actually make sense. [*]Some kind of "countdown clock" thing for non-combat complicated scenes. I wasn't a huge fan of the 4e skill challenge, but I like the direction and purpose it serves. [/LIST] I think that's about it. I generally like 5e as an edition of D&D. My other changes would probably violate the "still D&D" thing. [/QUOTE]
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