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1) We need a treasure table. Treasure value based on CR doesn’t cut it, especially when GMing on the fly. We need the ability to roll up potential treasure items when we generate an encounter.
2) GP for XP.
3) Creature HD tied to creature size; creature combat/XP based on HD. Easily make a creature stronger by merely increasing HD, which in turn is reflected by XP reward. Creature special abilities have associated XP bonus, and creatures can be modified/advanced by giving them different special abilities.
For example: there is a group of attacking goblins, which are normally 1d6 HD. Instead of having all of them be the same, one can be made the group commander by giving it 3d6 HD and the ability to make two attacks in a round—and the XP associated with this special goblin is easily determined by looking up how much 3d6 gives and adding the XP bonus for the extra attack.
4) Generally, make things easier for the GM to run the game on the fly.
5) Character creation takes minutes, not hours.
6) Make rolling for stats relevant again by making the ability score modifiers non-linear. Rolling for ability scores is a core, fundamental element of creating a character. But, the bell-curve of the die rolls lose their importance when the modifiers are linear, thus leaving everyone to choose point-buy so they “don’t feel like they’re being left behind.
7) Treasure tables, quick character creation, fast and clear GM monster adjudication.