D&D (2024) Eye Tyrant. Who Died and Made You Gygax?? Design Your Own D&D 2024X3.

It's good imho to provide additional information imho.

I've heard of SotDL but haven't seen it in the wild.
You can pick up the PDF of Shadow of the Demon Lord or Shadow of the Weird Wizard at a reasonable price. I dig it a lot. It's simpler and more flavorful than 5E...but not as simple as Shadowdark. Shadowdark is a bit too simple for my tastes. I want to like it more than I do.
 

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I'd leave it mostly like the original 5e. No weapon mastery stuff or things like that.

Small options.

I'd give more options though, and make sure people KNOW that they are just options. Things like getting rid of bounded accuracy for Fighters (make it so that they get a +1 per level bonus to hit with weapons and such). Expand the Battlemaster's abilities to occur more often.

Increase the bonuses which certain magic items give some magic spells.

Reduce the HP of many higher level monsters but increase the amount of damage they do.

However, all of this would be optional. I'd keep the system the same, but add options.

Instead of remaking classes, I'd include everything from Tasha's and other sourcebooks with archetypes and such within the covers of the PHB...which means the options would probably have to go in the DMG or MM as the PHB would be a lot thicker.
 

You can pick up the PDF of Shadow of the Demon Lord or Shadow of the Weird Wizard at a reasonable price. I dig it a lot. It's simpler and more flavorful than 5E...but not as simple as Shadowdark. Shadowdark is a bit too simple for my tastes. I want to like it more than I do.

One of my players has bought Shadiwdark. Need to borrow it off him.
 

1. get rid of subclasses, all subclass features are now feats to take, some might have a base class requirement, most would not have

2. weapon masteries are known, and can be applied to certain type of weapon attack, one per attack. not tied to specific weapon. we really do not need every rogue and their mother with shortsword+scimitar combo.

3. halfcasters have same spell level progression as full casters, but stop at 5th level and get less spell slots at earlier levels.
3a. delete 1/3rd casters, spell gain is just too slow.

4. getting rid of ability scores, use just modifiers.

5. weapons do fixed damage to save up on roll times.
beating AC by 5,10,15 or 20 points, deal extra 50%, 100%, 150% or 200% damage(round down)
missing AC by 5 or less deals 50% base damage and cannot trigger and on-hit riders.
Graze mastery would widen the 50% damage window to miss by 10 or less.
nat 20 gives extra +50% damage on top what you would make to keep the "nat 20" special.

I.E: great sword, 12 damage.
beat AC; 12 damage
beat AC by 5, 18 damage
beat AC by 10, 24 damage
beat AC by 15, 30 damage
beat AC by 20, 36 damage
if roll is "nat 20" add +6 damage
miss AC by 5 or less; 6 damage, cannot trigger on hit bonuses; adding poison, smite, sneak attack, masteries, maneuvers, etc.

other abilities:
Sneak attack, +2 damage per rogue level.
paladin smite: 10 damage for 1st level spell, +5 damage per spell level above

spell damage(not smite) is still chaotic and it's rolled.

6. saving throws removed, return to 4E where everything is an attack.

7. Short rest is SHORT!, one minute long. more or less you will have it after every battle, balance around that.
or removal of short rests completely.

8. healing made reliable, Cure, Healing word, restoration, Heal, combined into single spell combined into single spell.

Heal.
1st level spell.
Bonus action,
range 60ft

you heal target for 15 HP.
you can split the healing between target and yourself.

reduce healing by 25HP to remove Disease, Blinded, Deafened, Poisoned or Paralyzed condition from one target of the spell.
25HP per condition

upcasting:
+10 HP per spell level, +1 target withing 60ft per spell level, amount stays the same, you can just split the healing between more targets.

Life cleric: increase HP pool of Heal spell by +3HP per spell level.
You seemed to miss the point of the OP. They gave there scenarios: you provide what tou would do in each scenario
 



i don't know about appealing to the mass market so this is just thoughts on 'my own version'

generally the 5e d20 system patched with a decent heaping of features from 4e
-monster templates (boss, minion, warrior, scout...)
-4e AEDU mechanics for martials, 5e spellcasting for casters
-short rest design for all classes
-more expertise for martials to break past bounded accuracy, return of extraordinary feats of skills (balance on a cloud, lift a 10ft stone statue)
-species, culture, background and class
-bulky species design, your species heavily influences how your character can play, remove 'rubber mask' design
-standardize a new class progression to enable a more 'mix and match' design between base class and subclass(acts somewhat closer to a paragon path as it is intended to be applied to any base class)
-no multiclassing, but feats enable you to branch out conceptually or obtain some mechanics from other classes
-increased library of weapons, armour and equipment
-improved exploration/survival mechanics
-improved social mechanics.

that's all that comes to mind off the top of my head.
 

Mine is a very long list (a lot incorporated into my frankenstein 5e-ish already), but one thing I would love to see is tender loving care and genuine design effort + playtesting put into gray areas of the game.
  • Chase rules (that are actually awesome, not 2014 DMG milquetoast rules)
  • How to escape/run from combat
  • Determining when monsters flee/surrender (morale)
  • "Skill Challenges" adapted for specific situations and just done better (e.g. Surviving an Avalanche - that's fun and doesn't suck like RotFM's rules did)
  • Guidelines / light subsystems for more extensive and climactic social interaction scenes (e.g. court case, audience before regent, swaying the crowd)
  • Light procedures for exploration
I think there's great opportunity to explore that design space in ways that are not just re-treading the OSR approach or regurgitating 5e's dominant design ethos.
 

3.5e mixed with best ideas from pathfinder 1, 5e, and osr, and furthermore also somehow tweaked to achieve the following:
*Order that classes are taken in shouldn't matter in multiclass builds; this mainly necessitates a change in the bonus skills at first level and how permanent changes in intelligence are handled
*Fractional modifiers rule from Unearthed Arcana
*Monsters need to be more easily customized; published stats should include printed breakdown of where those stats come from, and non-class hit dice need to be decoupled from non-class skill points and non-class feats
*Undead and constructs should have constitution scores and incorporeal creatures should have strength scores; some undead should simply be sturdier than other undead with the same HD, and there's dozens of ways that an incorporeal creature can grab something and interact with it
*Undead (and to a lesser extent constructs) should be vulnerable to critical hits. (If anything they should ONLY be vulnerable to critical hits; traditionally a lot of undead can only be killed by hitting them in certain weak spots, like how vampires have to be stabbed in the heart or with zombies you have to cut off the head or destroy the brain)
*If magic and the paranormal are going to be everywhere, then high level non-epic skill uses should be as powerful as low level spells. You shouldn't have to wait until level 50 to balance on water or implant a magical suggestion with bluff. And you shouldn't even need to be mid level to identify magic items with the appraise skill. And you should be able to brew potions with just the alchemy skill
*Extremes of scale need to be better handled
*Expended and even unreadied Combat Maneuvers should be able to be cast from hitpoints, because the guy at the gym argument works both ways; it's not a hard limit to physical stuff, it's a limit before you put your back out/pass out from exhaustion/tear your ACL/whatever
*The big six items should either be increased in price until they're no longer economical or conversely should just come online as free extras to all items of the appropriate types. Or something
 

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