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<blockquote data-quote="Stormonu" data-source="post: 5779073" data-attributes="member: 52734"><p>Lots of good stuff folks - keep it coming.</p><p></p><p>My look for the 5E, as far as the PHB section I'd want is:</p><p></p><p><strong>ABILITIES</strong></p><p>Str, Dex, Con, Int, Wis, Cha. Range of 3-18, with 19 being the "hard" max any humanoid race can have. Scores above that would be for monsters and stuff.</p><p></p><p>Options for generating scores would be (default) roll 4d6, keep 3. (alt 1) roll 6 + 2d6. (alt 2) point buy.</p><p></p><p><strong>SAVES</strong></p><p><strong></strong>AC, Fortitude, Reflex, Will. All static values.</p><p></p><p><strong>HIT POINTS</strong></p><p><strong></strong>1dx + Con is the default starting. Discuss options for padding hit points. Default max hit points stops at 10dx hit points, with optional rules to continue granting hit points after 10th level.</p><p></p><p><strong>DISPOSITION</strong></p><p><strong></strong>Replace alignment with disposition. 3 adjectives that describes your character's motivations and attitude. Spells and abilities <em>can</em> be keyed to work off these descriptors, defensively or offensively.</p><p></p><p><strong>RACES</strong></p><p><strong></strong>(Core) Human, Elf, Dwarf, Halfling.</p><p>[optional] Dracon (Dragonborn w/ vestigal wings), Deva, Tiefling, Gnome, Orc/Goblin, Ogre. </p><p></p><p>A section on how to make "blood of" races for half-elves, half-orcs, half-dwarves, etc. Just for the heck of it, include spriggans (gnome variant) who can change size from Small, Medium to Large.</p><p></p><p>Each race gets a two-page spread and a boxed section with game stats. The picture for the race shows a line of 8-10 different subraces/cultures (in clothing matching their culture), with one "standing out" as the iconic.</p><p></p><p><strong>CLASSES</strong></p><p><strong></strong>(Core) Fighter, Wizard, Rogue, Cleric (less fighter, more miracle worker version than we're used to seeing).</p><p></p><p>A list of alternate class abilities/packages to build a wide variety of classes from these four, including Barbarian, Ranger, Paladin, Knight, Druid, Sorcerer, Bard, Specialist Wizard, Templar (the cleric we know and love), Slayer (Assassin).</p><p></p><p>Abilities would be fairly broad, similar to 3E prior write-ups. No powers as we see them in 4E, but ability to build-your-own "powers" that would be further discussed in the combat sections. Spells would fall into this as well and spell levels would match character levels.</p><p></p><p><strong>SKILLS</strong></p><p><strong></strong>Very similar to Pathfinder. Add BAB as Weapon skill and an option to make the saves into skills as well (AC = Defense, then Fort, Reflex, Will).</p><p></p><p><strong>EQUIPMENT</strong></p><p><strong></strong>As much mundane stuff as I can stuff in here. Alchemical items would not be present, saved for an optional book. Rules for mastercrafted items that provide mechanical bonuses (such as the ubiquitous +1 Long Sword). Magic items would not be here, and should be assumed as optional gear not "required".</p><p></p><p><strong>COMBAT</strong></p><p><strong></strong>Cover the basics here, assuming anyone can attempt combat tricks such as tripping, grabbing, wrestling, disarming, leaping from chandeliers, etc.</p><p></p><p>This section would have all sorts of options - a "feat" system to buy better combat maneuvers/better incorporate them into your repertoire. Optional bloodied, critical hit and "death spiral" combat options to simulate grittier combat or simply expand options.</p><p></p><p><strong>EXPLORATION</strong></p><p><strong></strong>Covering city, wilderness and dungeon hazards, tricks of the trade and player advice, including RPing advice and an example of play.</p><p></p><p><strong>ADVANCEMENT</strong></p><p><strong></strong>Talk about the tiers of play and options for different tiers - including henchmen, companions and stronghold/domains.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5779073, member: 52734"] Lots of good stuff folks - keep it coming. My look for the 5E, as far as the PHB section I'd want is: [B]ABILITIES[/B] Str, Dex, Con, Int, Wis, Cha. Range of 3-18, with 19 being the "hard" max any humanoid race can have. Scores above that would be for monsters and stuff. Options for generating scores would be (default) roll 4d6, keep 3. (alt 1) roll 6 + 2d6. (alt 2) point buy. [B]SAVES [/B]AC, Fortitude, Reflex, Will. All static values. [B]HIT POINTS [/B]1dx + Con is the default starting. Discuss options for padding hit points. Default max hit points stops at 10dx hit points, with optional rules to continue granting hit points after 10th level. [B]DISPOSITION [/B]Replace alignment with disposition. 3 adjectives that describes your character's motivations and attitude. Spells and abilities [I]can[/I] be keyed to work off these descriptors, defensively or offensively. [B]RACES [/B](Core) Human, Elf, Dwarf, Halfling. [optional] Dracon (Dragonborn w/ vestigal wings), Deva, Tiefling, Gnome, Orc/Goblin, Ogre. A section on how to make "blood of" races for half-elves, half-orcs, half-dwarves, etc. Just for the heck of it, include spriggans (gnome variant) who can change size from Small, Medium to Large. Each race gets a two-page spread and a boxed section with game stats. The picture for the race shows a line of 8-10 different subraces/cultures (in clothing matching their culture), with one "standing out" as the iconic. [B]CLASSES [/B](Core) Fighter, Wizard, Rogue, Cleric (less fighter, more miracle worker version than we're used to seeing). A list of alternate class abilities/packages to build a wide variety of classes from these four, including Barbarian, Ranger, Paladin, Knight, Druid, Sorcerer, Bard, Specialist Wizard, Templar (the cleric we know and love), Slayer (Assassin). Abilities would be fairly broad, similar to 3E prior write-ups. No powers as we see them in 4E, but ability to build-your-own "powers" that would be further discussed in the combat sections. Spells would fall into this as well and spell levels would match character levels. [B]SKILLS [/B]Very similar to Pathfinder. Add BAB as Weapon skill and an option to make the saves into skills as well (AC = Defense, then Fort, Reflex, Will). [B]EQUIPMENT [/B]As much mundane stuff as I can stuff in here. Alchemical items would not be present, saved for an optional book. Rules for mastercrafted items that provide mechanical bonuses (such as the ubiquitous +1 Long Sword). Magic items would not be here, and should be assumed as optional gear not "required". [B]COMBAT [/B]Cover the basics here, assuming anyone can attempt combat tricks such as tripping, grabbing, wrestling, disarming, leaping from chandeliers, etc. This section would have all sorts of options - a "feat" system to buy better combat maneuvers/better incorporate them into your repertoire. Optional bloodied, critical hit and "death spiral" combat options to simulate grittier combat or simply expand options. [B]EXPLORATION [/B]Covering city, wilderness and dungeon hazards, tricks of the trade and player advice, including RPing advice and an example of play. [B]ADVANCEMENT [/B]Talk about the tiers of play and options for different tiers - including henchmen, companions and stronghold/domains. [/QUOTE]
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