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<blockquote data-quote="SKyOdin" data-source="post: 5783140" data-attributes="member: 57939"><p>My idea of what would be a good 5E is an edition of D&D that is grounded in the wide variety of quality classes, races, freedom, and varied game mechanics of late 3.5 edition D&D combined with some of the more refined core game mechanics of 4th edition. Late 3.5E stuff like the Expanded Psionics Handbook, the Player's Handbook 2 (with cool classes like the Duskblade), the Tome of Battle, and the added options from books like Complete Divine were some of my favorite D&D stuff. Unfortunatly, it was built on top of what I considered long-standing issues with the core mechanics and framework of third edition. 4E created a much stronger set of core mechanics (albeit still with plenty of room for improvement), but was far, far too constrained in terms of game mechanics used for class design.</p><p></p><p>So here is a rough overview of what I'd like to see in 5E:</p><p></p><p><strong>Classes</strong>:</p><p>Fighter, Ranger, Paladin, Swordmage, Cleric, Wizard, Sorcerer, Warlock, Rogue, Druid, Berserker (Barbarian), and Bard, at minimum.</p><p></p><p>Classes themselves are built on a core framework of features and special abilities that define what the class does and what it is good at. Beyond that, the various classes draw upon from a broader list of spells and martial as appropriate. For example, a Paladin can draw upon similar spells as clerics and some of the same martial maneuvers that Fighters can use. Spells are big flashy magical effects that are very limited in use, while martial maneuvers are varied movement, boosting, and attack powers that can be used at will and combined in various ways. Thinking about it, I might make Divine powers and Arcane spells use different base mechanics as well.</p><p></p><p><strong>Races</strong>:</p><p>Human, Dwarf, Elf, Orc (not Half-Orc, full-blooded Orc), Halfling, and two or three other races.</p><p></p><p>Don't have any particularly good ideas, except that it really is about time D&D stops discriminating against Orcs as pure monsters.</p><p></p><p><strong>Magic Items</strong>:</p><p>I would return to how 3E let people stack multiple enhancements on weapons and armor, keep Implements from 4E, and generally remove +x bonuses to accuracy and defense. I would also bring back magic items that could emulate spells and so on. They would need some kind of limitation, but wands of cold and so on are kind of fun.</p><p></p><p><strong>Skills and Feats</strong>:</p><p>These need a complete overhaul. Making skill checks all of the time doesn't really work since it punishes players who want to do tricky stuff by making them make huge gambles. Feats as is are just used a gating system that punishes players who want to do something cool but don't have the right feats, or to give minor fiddly bonuses. A whole new skill/feat system is called for.</p><p></p><p>This is all that I am certain on. Not much point commenting on specifics like saves and so on, since entire paradigms of base game mechanics could change.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5783140, member: 57939"] My idea of what would be a good 5E is an edition of D&D that is grounded in the wide variety of quality classes, races, freedom, and varied game mechanics of late 3.5 edition D&D combined with some of the more refined core game mechanics of 4th edition. Late 3.5E stuff like the Expanded Psionics Handbook, the Player's Handbook 2 (with cool classes like the Duskblade), the Tome of Battle, and the added options from books like Complete Divine were some of my favorite D&D stuff. Unfortunatly, it was built on top of what I considered long-standing issues with the core mechanics and framework of third edition. 4E created a much stronger set of core mechanics (albeit still with plenty of room for improvement), but was far, far too constrained in terms of game mechanics used for class design. So here is a rough overview of what I'd like to see in 5E: [B]Classes[/B]: Fighter, Ranger, Paladin, Swordmage, Cleric, Wizard, Sorcerer, Warlock, Rogue, Druid, Berserker (Barbarian), and Bard, at minimum. Classes themselves are built on a core framework of features and special abilities that define what the class does and what it is good at. Beyond that, the various classes draw upon from a broader list of spells and martial as appropriate. For example, a Paladin can draw upon similar spells as clerics and some of the same martial maneuvers that Fighters can use. Spells are big flashy magical effects that are very limited in use, while martial maneuvers are varied movement, boosting, and attack powers that can be used at will and combined in various ways. Thinking about it, I might make Divine powers and Arcane spells use different base mechanics as well. [B]Races[/B]: Human, Dwarf, Elf, Orc (not Half-Orc, full-blooded Orc), Halfling, and two or three other races. Don't have any particularly good ideas, except that it really is about time D&D stops discriminating against Orcs as pure monsters. [B]Magic Items[/B]: I would return to how 3E let people stack multiple enhancements on weapons and armor, keep Implements from 4E, and generally remove +x bonuses to accuracy and defense. I would also bring back magic items that could emulate spells and so on. They would need some kind of limitation, but wands of cold and so on are kind of fun. [B]Skills and Feats[/B]: These need a complete overhaul. Making skill checks all of the time doesn't really work since it punishes players who want to do tricky stuff by making them make huge gambles. Feats as is are just used a gating system that punishes players who want to do something cool but don't have the right feats, or to give minor fiddly bonuses. A whole new skill/feat system is called for. This is all that I am certain on. Not much point commenting on specifics like saves and so on, since entire paradigms of base game mechanics could change. [/QUOTE]
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