Feedback - what an honor to participate in the dialogue!
By now, Gen Con has come and gone and you’ve heard that we’re releasing a new D&D skirmish game for next year.
Where can we get more information on what a skirmish game is and what this means? Very interesting. I'm particularly intrigued if you're considering moving the D&D tabletop/board miniatures tactical game from the rpg.
Hopefully, you’ve also heard that we’re doing an open play test for the game.
Brilliant! Kudos to you for pulling it off.
A game with lots of rules may require more lookups during play or have conflicts between rules. They might also create the sense that the rules, not the DM, are in charge of the game.
Agreed. Simpler is better, universally. A degree of complexity to challenge, particularly for those that enjoy this complexity. Keep it intuitive and easily referenced.
Here’s what I propose as a starting point: A skill gives you something new to do or it makes you better at something you already can do. In other words, if you removed the skill chapter from the rulebook, the game would still be playable. Set out the basics of how to do common actions that you expect anyone to be able to do, give the DM a robust mechanic to improvise or make a ruling, and then focus skills on customization.
I love the concept of character "customization" by adding features as you gain experience.
Here’s an example that tackles climbing in D&D.
I would like climbing to be a function of movement.
Like most features of the game, it should likely be modified by:
An attribute, skill, feats, race, class, and magic.
Movement is used to overcome an obstacle, explore, engage, shift, escape, retreat, track, and trail. Your movement is based upon:
easy 60' DC10
moderate 30' DC15
hard 10' DC20
Your movement is modified by either STR or INT.
Your movement is modified by Athletics or Acrobatics.
Your movement is modified by racial modifiers.
Your movement is modified by class modifiers.
Your movement is modified by magic modifiers from items and spells.
Examples:
Halfling Racial modifier, all base movements are reduced by 5'.
Athletics/Acrobatics Skills grant a +2 modifier to obstacles, shift, escape checks.
Ranger Longstrider class ability (3rd level) - all base movements are increased by 5'.
Spider Climb - magic effect - allows you to make climb obstacles with no check.
In some cases, you might need to climb a treacherous surface. If you try to climb a rope covered in grease, a crumbling rock wall, or a statue as a hill giant rocks it back and forth, you risk falling to the ground. When you attempt to climb, the DM may ask you to make an ability check to see if you can complete the climb. If your check fails, you make no progress on your climb. If your die roll is a natural 1 or your result is 10 or more less than the DC, you fall.
Obstacle: Exceptionally difficult = +5 to target DC (obstacles grant xp)
Failure does not mean the end of the encounter, it can mean a setback. Skill Challenge system, baby. I love it.
Instead, we can let the DM set DCs based on what a player wants to do using a robust set of guideline DCs. The abilities that a player opts into are simply new talents that the character can use at will.
DC's are static, unless they are opposed or obstacles. In both of the latter instances, these become XP generating opportunities, based upon the skill challenge system.
Further reflections (edited):
This type of system lends itself to some tactical advantages like:
Skill focus: +1
Skill specialty: +2
Skill expert: +4
This system also lends itself to the ability to have a more even playing field from levels 1-20 by taking out the "linear" building effect (Level+1 or 1/2 level) bonus, and the scaling difficulty classes. It is possible to hold a "tomb of horrors" type of adventure with lower level characters, and is statistically IMPROBABLE of any low level success, but they could at least tag along. More similiar to "earlier" editions of the game.