I just want to say that the World Builder's Guidebook is one of the best D&D products I ever bought. I've had it for 20 years, and it's gotten some pretty heavy use in all that time, including the hex mapping paper. It's looking downright battered these days, but I got my money's worth out of it, and I've got a bunch of handwritten notes in there that customize or expand on things.
Thanks, Jeff! Kind of you to say so.
You know, the idea of just publishing a nice sandboxy adventure along the lines of Phandelver never crossed my mind. I've been looking at things like Primeval Thule adventures, but your idea definitely has merit. I'm going to think on that for a bit!
Rich
I love the Gammaworld D&D 4e rules. I still play that game despite not playing any other 4e, I think it's arguably the best version of those rules. What inspired you folks to do the dual class/race thing instead of skill based or class based race and class?
Big fan of your Dark Sun work. I have a couple questions about it:
1) Obviously, some of the changes had to be made, as dictated by the 4th edition design theory. Were there changes made that you would not have made if it was your choice, or were there things kept the same that yo wanted to change?
2) If you were to do Dark Sun for 5th edition, what would you do that you didn't do for 4th?
Agreed Lost Mine of Phandelver was great. I loved Birthright... do you think that WotC will ever open it up for the DM's Guild?
Hi Rich,
thanks a lot for the answer! Take this as my personal experiences/opinions, I'm sure other people differ (and A.NET has a lot of great ideas for some of these issues):
- I like that the step-difficulty with dice as modifiers and that a single roll produces different type of successes. I don't care that much if it's roll-under or over if that continues to be the case, I have become a huge fan of a single roll giving more than a binary result (like in games based on Apocalypse World).
- I never liked that Skill Points were tied to Int, it made it way too important.
- I like the races (a lot actually), but the classes reminded me a little too much of DnD in space. I like the idea of giving discounts to certain skills to specialize, but maybe they could be "narrower" instead of so open ended.
- I find character advancement very slow/uninteresting. I'm not sure what's the exact issue, if it's that raising ranks is too expensive, characters get too few skill points, skill ranks are too separated between each other... Or maybe a little of everything. This is my main problem with Alternity.
- Characters that use psionics/fx usually ended too low on other skills. I think I would collapse the skill list a little (I love how varied it is, but there may be a little too many).
- I enjoy a lot the damage/armor/health rules (although I think I'm a minority here). Maybe something to reduce a little the spiral of death as characters start getting injured would be nice.
That's what I can come up with on top of my head right now. I'll give it another thought when I get home and I can sit with the books.
Regards!
Vicente
Rich, thanks for being here. My question is about Aduria in Birthright: can you give us an overview of it? Ed Stark said that it was like an exotic South America without the Aztec or Mayan influences; and all I find are fan creations. I'd love to know more about it. Thanks!
I just want to say that the World Builder's Guidebook is one of the best D&D products I ever bought. I've had it for 20 years, and it's gotten some pretty heavy use in all that time, including the hex mapping paper. It's looking downright battered these days, but I got my money's worth out of it, and I've got a bunch of handwritten notes in there that customize or expand on things.