Big Ideas and Concepts Pre 5E

Basic idea here is discussing the big picture concepts in D&D not pushing specific things unique to one edition.
Not really sure what you're looking forward to discuss, but these are a few non-edition-specific "big pictures" concepts that come to mind:

  • multiclassing, or more generally combining PC classes (incl. dual, prestige, gestalt)
  • level scaling speed of everything (hp, bonuses, spellcasting, special abilities)
  • epic levels, or how/if to continue playing beyond explicit levels
  • PC capabilities niche protection vs openness
  • combat action economy
  • critical successes and failures
  • resting and regaining limited resources
  • temporary or permanent stat degradation (incl. ability damage, level drain, wounds systems)
  • death rules for PCs
  • resurrection options
  • spells and magic items stacking
  • spellcasting disruption and counterspelling
  • narratives of magic (e.g. arcane/divine)
  • exploration mechanics (loose vs regulated)
  • stealth and (in)visibility
  • finding traps and hidden objects
  • social interaction resolution mechanics
 

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Not really sure what you're looking forward to discuss, but these are a few non-edition-specific "big pictures" concepts that come to mind:

  • multiclassing, or more generally combining PC classes (incl. dual, prestige, gestalt)
  • level scaling speed of everything (hp, bonuses, spellcasting, special abilities)
  • epic levels, or how/if to continue playing beyond explicit levels
  • PC capabilities niche protection vs openness
  • combat action economy
  • critical successes and failures
  • resting and regaining limited resources
  • temporary or permanent stat degradation (incl. ability damage, level drain, wounds systems)
  • death rules for PCs
  • resurrection options
  • spells and magic items stacking
  • spellcasting disruption and counterspelling
  • narratives of magic (e.g. arcane/divine)
  • exploration mechanics (loose vs regulated)
  • stealth and (in)visibility
  • finding traps and hidden objects
  • social interaction resolution mechanics

Looking at people's thoughts about various aspects of D&D post 5.5 release and OSR games to date.

Skills yay or nay for example.
 

I'm looking at 5E engine and thinking of tweaking it. One can stretch the numbers and use elements of previous editions.

The engine could power a modern B/X for example with skills, clone 4E or whatever.

Maybe 3.5 got hp right or even 3.0. Can dial damage down.

Adding ability scores to monsters in main cause of that. They've never gotten it right since.

Any thoughts on right amount conceptually?
I'm running a 5e hack right now that gets rid of proficiency bonus. The only number you add to any roll is your stat modifier.

The main change is that if you're nonproficient, you use a d12 instead of a d20. And if you have expertise, you roll a d30.
 

I'm running a 5e hack right now that gets rid of proficiency bonus. The only number you add to any roll is your stat modifier.

The main change is that if you're nonproficient, you use a d12 instead of a d20. And if you have expertise, you roll a d30.
Not quite what I would do, but I like the direction. :)
 

Not quite what I would do, but I like the direction. :)
I'm a fan of games that minimize stacking bonuses on one roll, mostly from watching my more casual players struggle with remembering which set of attack bonuses to use. Shadow of the Weird Wizard turns every check into a straight d20+stat mod check (with some bonus dice shenanigans), and I wanted to emulate that in my hack.

The primal sin of old-school D&D was creating level-based numerical progression for resolution rolls. :)
 

I'm running a 5e hack right now that gets rid of proficiency bonus. The only number you add to any roll is your stat modifier.

The main change is that if you're nonproficient, you use a d12 instead of a d20. And if you have expertise, you roll a d30.

Fair enough yeah that counts as what I'm talking about.
 

The swingy 1d20 is not particularly good for adjudicating anything honestly. That this specific die has become “the one die to rule them all” since 3E isn’t something I can pin down on 5E specifically, but it didn’t reject it either.

I get some of it, it’s a simple concept. It streamlines play if all chance is based around a single mechanic. Adding the advantage/disadvantage helps tremendously, but it still doesn’t work all the time, and the mechanic starts to make itself become overly important in character builds as well.

If you wanted to build a flatter spread, something like 5d4 for proficient actions, dropping a d4 every 4 levels and just add +4 to the roll seems like a better way to adjudicate probability without have to create unattainable DCs as challenge ratings increase. Instead of a +/-1, you add or drop a d4 from your roll?

I do totally get the combat slog of 5E and it’s definitely the result of hp bloat. That AD&D/5E fighter & ogre example was extremely good at showing just much different it is in that regard. I’ll add that morale ratings should never have been removed after 2E either. Unless you’re fighting undead, extra planar fiends or elementals, or a dragon, it was pretty rare for a fight to slog through to the last NPC hp. Granted, it’s always been DMs prerogative to determine if the NPCs will break and flee, but pre-3E it was a built-in stat that implied how willing Jimbo the Ogre was to lay his life on the line.
 

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