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<blockquote data-quote="Nivenus" data-source="post: 5778575" data-attributes="member: 71756"><p><strong>Rulebooks</strong></p><p></p><ul> <li data-xf-list-type="ul">A basic set for new players that has everything they need to play levels 1-3.</li> <li data-xf-list-type="ul">For veteran players a <em>Core Rulebook</em> that covers information for both players and DMs from level 1 to level 20. Available in both paperback and hardcover form.</li> <li data-xf-list-type="ul">A <em>Monster Manual</em> that includes lists of monsters and sample encounters. Available in both paperback (perhaps with B&W illustrations) and hardcover form (with color) as well as in electronic form.</li> <li data-xf-list-type="ul">Various supplementary rulebooks covering campaign settings, modular game rules, the epic tier, and so on.</li> </ul><p></p><p><strong>Core Races:</strong></p><p></p><ul> <li data-xf-list-type="ul">Dragonborn</li> <li data-xf-list-type="ul">Dwarf</li> <li data-xf-list-type="ul">Eladrin</li> <li data-xf-list-type="ul">Elf</li> <li data-xf-list-type="ul">Halfling</li> <li data-xf-list-type="ul">Human</li> <li data-xf-list-type="ul">Orc</li> <li data-xf-list-type="ul">Tiefling</li> <li data-xf-list-type="ul">Hybrid races, similar in execution to 4e's hybrid classes.</li> </ul><p></p><p><strong>Classes:</strong></p><p></p><ul> <li data-xf-list-type="ul">Cleric. With a base healer-style build and avenger, invoker, paladin, and runepriest sub-classes.</li> <li data-xf-list-type="ul">Druid. With a base shapeshifter-style build and protector, sentinel, shaman, and warden sub-classes.</li> <li data-xf-list-type="ul">Fighter. With a base knight-style build and barbarian, ranger, slayer, and warlord sub-classes.</li> <li data-xf-list-type="ul">Mage. With a base wizard-style build and artificer, sorcerer, swordmage, and warlock sub-classes.</li> <li data-xf-list-type="ul">Rogue. With a base thief-style build and acrobat, assassin, bard, and scoundrel sub-classes.</li> <li data-xf-list-type="ul">An optional shadow class, elemental class, or psionic class can be added later.</li> <li data-xf-list-type="ul">Multiclassing that starts with a feat but eventually unlocks most class features for the secondary class.</li> <li data-xf-list-type="ul">4e-style dual-classing.</li> </ul><p></p><p><strong>Skills:</strong></p><p></p><ul> <li data-xf-list-type="ul">Acrobatics</li> <li data-xf-list-type="ul">Arcana</li> <li data-xf-list-type="ul">Athletics</li> <li data-xf-list-type="ul">Barter. Sort of like 3e's Appraise skill but with a direct social application.</li> <li data-xf-list-type="ul">Bluff</li> <li data-xf-list-type="ul">Disguise</li> <li data-xf-list-type="ul">Diplomacy</li> <li data-xf-list-type="ul">Dungeoneering</li> <li data-xf-list-type="ul">Endurance</li> <li data-xf-list-type="ul">Heal</li> <li data-xf-list-type="ul">History</li> <li data-xf-list-type="ul">Insight</li> <li data-xf-list-type="ul">Intimidate</li> <li data-xf-list-type="ul">Nature</li> <li data-xf-list-type="ul">Perception</li> <li data-xf-list-type="ul">Religion</li> <li data-xf-list-type="ul">Stealth</li> <li data-xf-list-type="ul">Streetwise</li> <li data-xf-list-type="ul">Thievery</li> <li data-xf-list-type="ul">All skills can be categorized as either combat, exploration, or social skills, with some skills overlapping in more than one area (like heal, which serves both combat and exploration).</li> </ul><p></p><p><strong>Feats:</strong></p><p></p><ul> <li data-xf-list-type="ul">Far fewer feats: 3.5 and 4e both suffered from feat bloat.</li> <li data-xf-list-type="ul">More useful feats: Each feat should have a distinct and obvious purpose.</li> </ul><p></p><p><strong>Powers/Spells:</strong></p><p></p><ul> <li data-xf-list-type="ul">More or less keep 4e's system, though with the simplified class system, powers don't need a power source anymore (which never amounted to much anyway).</li> <li data-xf-list-type="ul">Each class has five trees of powers, one for the base class that is included in the basic set of the game and four extra ones for the sub-classes provided in the Core Rulebook.</li> <li data-xf-list-type="ul">Powers should have non-combat applications as well. Some powers might help a rogue sneak by an enemy or magically allow someone to understand a foreign language.</li> </ul><p></p><p><strong>Rituals/Alchemy</strong></p><p></p><ul> <li data-xf-list-type="ul">Make the rules less abstract and give concrete ways to obtain the required ingredients.</li> <li data-xf-list-type="ul">Add crafting to the mix.</li> </ul><p></p><p><strong>Miscellaneous</strong></p><p></p><ul> <li data-xf-list-type="ul">Use the ten-alignment system I proposed in the Alignment thread, with five basic alignments included in the basic set (Law, Good, Chaos, Evil, and Unaligned) as well as advanced alignments in the Core Rulebook (LG, CG, LE, CE, TN).</li> <li data-xf-list-type="ul">Get rid of AC and replaced with Armor Resistance. Use Reflex as the base defense for <em>avoiding</em> damage, with Fortitude and Will as defenses for specific attacks and use AR to negate damage that gets through.</li> <li data-xf-list-type="ul">Find a way to make combat significantly shorter, perhaps by decreasing the amount of HP both monsters and PCs have or by increasing damage.</li> </ul><p></p><p>That's all I could think of for the moment.</p><p></p><p>EDIT:</p><p></p><p>Also, add me to the people who really like RangerWickett's vision of four tiers, though I might still keep around 4e's 30 levels (or at least make the amount of XP between levels large enough that it feels about the same).</p></blockquote><p></p>
[QUOTE="Nivenus, post: 5778575, member: 71756"] [B]Rulebooks[/B] [LIST][*]A basic set for new players that has everything they need to play levels 1-3.[*]For veteran players a [I]Core Rulebook[/I] that covers information for both players and DMs from level 1 to level 20. Available in both paperback and hardcover form.[*]A [I]Monster Manual[/I] that includes lists of monsters and sample encounters. Available in both paperback (perhaps with B&W illustrations) and hardcover form (with color) as well as in electronic form.[*]Various supplementary rulebooks covering campaign settings, modular game rules, the epic tier, and so on.[/LIST] [B]Core Races:[/B] [LIST][*]Dragonborn[*]Dwarf[*]Eladrin[*]Elf [*]Halfling [*]Human[*]Orc[*]Tiefling[*]Hybrid races, similar in execution to 4e's hybrid classes.[/LIST] [B]Classes:[/B] [LIST][*]Cleric. With a base healer-style build and avenger, invoker, paladin, and runepriest sub-classes.[*]Druid. With a base shapeshifter-style build and protector, sentinel, shaman, and warden sub-classes.[*]Fighter. With a base knight-style build and barbarian, ranger, slayer, and warlord sub-classes.[*]Mage. With a base wizard-style build and artificer, sorcerer, swordmage, and warlock sub-classes.[*]Rogue. With a base thief-style build and acrobat, assassin, bard, and scoundrel sub-classes.[*]An optional shadow class, elemental class, or psionic class can be added later.[*]Multiclassing that starts with a feat but eventually unlocks most class features for the secondary class.[*]4e-style dual-classing.[/LIST] [B]Skills:[/B] [LIST][*]Acrobatics[*]Arcana[*]Athletics[*]Barter. Sort of like 3e's Appraise skill but with a direct social application.[*]Bluff[*]Disguise[*]Diplomacy[*]Dungeoneering[*]Endurance[*]Heal[*]History[*]Insight[*]Intimidate[*]Nature[*]Perception[*]Religion[*]Stealth[*]Streetwise[*]Thievery[*]All skills can be categorized as either combat, exploration, or social skills, with some skills overlapping in more than one area (like heal, which serves both combat and exploration).[/LIST] [B]Feats:[/B] [LIST][*]Far fewer feats: 3.5 and 4e both suffered from feat bloat.[*]More useful feats: Each feat should have a distinct and obvious purpose.[/LIST] [B]Powers/Spells:[/B] [LIST][*]More or less keep 4e's system, though with the simplified class system, powers don't need a power source anymore (which never amounted to much anyway).[*]Each class has five trees of powers, one for the base class that is included in the basic set of the game and four extra ones for the sub-classes provided in the Core Rulebook.[*]Powers should have non-combat applications as well. Some powers might help a rogue sneak by an enemy or magically allow someone to understand a foreign language.[/LIST] [B]Rituals/Alchemy[/B] [LIST][*]Make the rules less abstract and give concrete ways to obtain the required ingredients.[*]Add crafting to the mix.[/LIST] [B]Miscellaneous[/B] [LIST][*]Use the ten-alignment system I proposed in the Alignment thread, with five basic alignments included in the basic set (Law, Good, Chaos, Evil, and Unaligned) as well as advanced alignments in the Core Rulebook (LG, CG, LE, CE, TN).[*]Get rid of AC and replaced with Armor Resistance. Use Reflex as the base defense for [I]avoiding[/I] damage, with Fortitude and Will as defenses for specific attacks and use AR to negate damage that gets through.[*]Find a way to make combat significantly shorter, perhaps by decreasing the amount of HP both monsters and PCs have or by increasing damage.[/LIST] That's all I could think of for the moment. EDIT: Also, add me to the people who really like RangerWickett's vision of four tiers, though I might still keep around 4e's 30 levels (or at least make the amount of XP between levels large enough that it feels about the same). [/QUOTE]
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