fuindordm
Adventurer
I'm trying to think of the things I really, really want out of the new edition. Not just "nice to have" or "X edition did it best" things, but features of the new game that would get me excited about playing that edition over the long term.
Your own lists are welcome.
1. At least 3 Mundane classes + Warlord. One thing that has bugged me about every prior edition of the game is that so many core classes cast spells. In my own games, I've always had "mundane" ranger and paladin classes as an option, and used them frequently for NPCs. I hope that Mike and Monte can steal a page or two from Iron Heroes, and give us enough mundane classes in the core, including a leader-style class, so that non-spellcasting parties are viable. Because let's face it, if magic is so common that most adventurers have some spells, then it's a lot harder to make magic feel special to the campaign world.
2. Magic with style. There should not be a spell for everything (yay, Monte!). Along with the utility spells, there should be some spells with a significant cost or consequence, some spells that might be useful only rarely but contribute strongly to a class's unique style, and some spells that are just plain wierd. The same could be said of magic items.
3. Unique classes. I don't want balance between classes in the numbers. I want each class to give me a unique play experience. In 1e I loved playing the thief, even thought it was the weakest class in almost every respect, because it was fun to level up quickly (while remaining weak!) and challenging to contribute to the party while surviving to level up. Each class should have its own challenges, and bring its own rewards. Each class should have something useful to do in the common game situations, but there's room for inequality if it's compensated by style.
Your own lists are welcome.
1. At least 3 Mundane classes + Warlord. One thing that has bugged me about every prior edition of the game is that so many core classes cast spells. In my own games, I've always had "mundane" ranger and paladin classes as an option, and used them frequently for NPCs. I hope that Mike and Monte can steal a page or two from Iron Heroes, and give us enough mundane classes in the core, including a leader-style class, so that non-spellcasting parties are viable. Because let's face it, if magic is so common that most adventurers have some spells, then it's a lot harder to make magic feel special to the campaign world.
2. Magic with style. There should not be a spell for everything (yay, Monte!). Along with the utility spells, there should be some spells with a significant cost or consequence, some spells that might be useful only rarely but contribute strongly to a class's unique style, and some spells that are just plain wierd. The same could be said of magic items.
3. Unique classes. I don't want balance between classes in the numbers. I want each class to give me a unique play experience. In 1e I loved playing the thief, even thought it was the weakest class in almost every respect, because it was fun to level up quickly (while remaining weak!) and challenging to contribute to the party while surviving to level up. Each class should have its own challenges, and bring its own rewards. Each class should have something useful to do in the common game situations, but there's room for inequality if it's compensated by style.