Reynard
aka Ian Eller
I put my examples in my OP. I have tried everything from social combat to pulling from different games.I mean. I was hoping you could provide an example of what you meant, but nevermind![]()
I put my examples in my OP. I have tried everything from social combat to pulling from different games.I mean. I was hoping you could provide an example of what you meant, but nevermind![]()
This is gonna sound sarcastic or tongue in cheek, but there is truth to it: Get rid of most of the rules.This is a good observation. What do you think would be a good solution?
Totally agree! Paizo even put out social pillar sub-systems that complimented Courtly intrigue.What do you mean by "courtly intrigue"? Talking to the nobles? How was D&D bad at that?
For me, up until Pathfinder arrived, I saw all editions lacking in options. Races, classes, weapons, equipment, skills. There just wasn't enough there, compared to GURPS Dungeon Fantasy. But, PF did a fantastic job of providing an incredible wealth of options that enables groups to explore the many genres of Fantasy. Thank you, Paizo.
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From PF1 you had the Ultimate Intrigue book that focused on skilled PCs and social pillar mechanics. War for the Crown AP leaned into them. Essentially, a system of determining positions of influential NPCs, how to engage them, and perhaps even change their minds or challenge them.I still don't understand what you're talking about here. What is a system of favors and alliances do exactly? Something like a set of rules that mechanize social interaction where, instead of roleplaying, the group just rolls dice to resolve conversations between PCs and NPCs?
Exactly so. It's sometimes called "the thief problem." Everyone in OD&D was a thief and could do thief stuff like hide, climb walls, pick pockets, and pick locks...then the thief class was published in Greyhawk...and suddenly only the thief could do those things.This is gonna sound sarcastic or tongue in cheek, but there is truth to it: Get rid of most of the rules.
What I mean by that, is look at B/X by comparison. There aren't separate skill checks. Wanna do something? Tell the DM what you want to do. Maybe they might ask you to make an ability check (roll under your ability score on a d20). That's it.
I started with B/X in 1981. I noticed a trend. When AD&D added NWP, players started acting like they couldn't do X unless they were proficient in it. Then 3e came out and it got worse. Players looked at each other to see who had the highest modifier, and that PC, only that PC, would make the check. It's been the same since.
When I teach kids the game, I usually use my own game which is modeled after B/X in simplicity but for 5e mechanics. Without defined of skills or knowing rules, the kids come up with some of the greatest ideas. They didn't look at their character sheet before trying something because there was nothing on the character sheet to effect it.
Yeah. Pathfinder is so good. The 3rd-party content was just ..... it exceeded my expectations. UI was so good, but I still get tickled flipping through Ultimate Equipment. They were the books I wanted back when we were playing B/X!Totally agree! Paizo even put out social pillar sub-systems that complimented Courtly intrigue.
From PF1 you had the Ultimate Intrigue book that focused on skilled PCs and social pillar mechanics. War for the Crown AP leaned into them. Essentially, a system of determining positions of influential NPCs, how to engage them, and perhaps even change their minds or challenge them.
D&D has mostly avoided any such venture in its history.
I legitimately don't understand why, if you were familiar with UI, you were feigning to not understand what I was talking about when I brought up courtly intrigue.UI was so good,
On this:3) Saving throws. Dear God, saving throws. The difference between being able to actually play the game or not comes up to a single die roll that you usually have precious few resources to influence. What saves your character is good at is basically decided for you by game design- if you're a Fighter, it's really hard to have, say, a high Wisdom score, since the game has decided that you're A) probably not good at saving throws that require Wisdom in the first place and B) your class is built to gain more benefits out of Str/Dex/Con (depending on edition). Please, no comments about how "well, with point buy, you can have a 16 Wisdom easily by and still have a reasonable Str/Dex/Con/whatever- the game has always rewarded specialization more than a "Master of None" approach. Having a 14 in every stat isn't going to save you and might (depending on edition) completely hamstring your character.
Yeah, I think D&D could do with a distinction between Might and Prowess to cover that, and fold the manual dexterity into something else (probably intelligence).D&D is generally "bad" at dexterity, agility, and swashbuckling.
The reason is, splitting agility between both Strength and Dexterity, creates mechanical death for the entire theme and tropes.
Strength itself must be agile, athletic, and the single go-to stat necessary for an agile character concept.

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