Reynard
aka Ian Eller
You should still probably learn how to make a skill check and what your spells do, tho.Having a fun collaborative storytelling experience with friends?
I'm an old player and that's the thing I want too.
You should still probably learn how to make a skill check and what your spells do, tho.Having a fun collaborative storytelling experience with friends?
I'm an old player and that's the thing I want too.
I have no idea how any of that connect to what I was talking about.You should still probably learn how to make a skill check and what your spells do, tho.
Not to beat a dead horse, but coherent layout of information is a big part of the learning experience.
•improve the indices of the books
•things such as a list of monsters by CR shouldn't be limited to an online extra -it should be in the book
•tropes and cliches can be a helpful shorthand for getting across information; there's a reason why those literary concepts exist
•if you're going to use "natural language," have other people (outside of your immediate circle) read it to make sure your intended meaning is clear
•"natural language" is easier to achieve if the game rules are built in a coherent and intuitive way (there are some weird ambiguities when comparing unarmed attacks; melee attacks; and melee weapon attacks)
•jargon isn't necessarily the opposite of natural language; it's okay to have game-specific terms if they are highlighted and defined
Hurry!But all that stuff will make it not feel like D&D.
Level 1 - make a simple background (2 skills, a language, and some starting equipment) along with your race, focusing on the narrative over mechanics.
Level 2 - pick a Class and ASI. This could look like a current Level 1 character.
Level 3 - pick a subclass and a Feat. You have a fully realized character, returning/advanced players start here.
It connects to what I said, which the post you responded to was related to.I have no idea how any of that connect to what I was talking about.
I agree. If we're giving Alignment the barest of lipservice, the we need Detect Enemy / Detect Wrath, Protective Ward, Identify Outsider, &c. Commit to the bit.Better writing.
The PHB is not well layed out or indexed. Furthermore, there are a number of spells, powers etc where the title, even the first line of fluff, doesn't match what the power/spell actually does. Like detect evil doesn't detect evil.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.