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  1. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    Hope you don't mind me butting in here They screwed over Forgotten Realms They changed the planes The book is extremely mechanically written The completely new use of terminology borrowed from WoW and other MMORPGs. I think this was too radical for its time. I think it would be a better...
  2. Muh

    D&D General What Classes Would You Add to D&D?

    Very interesting. Not sure I agree about prestige classes. They always seemed like a bad idea to me. They're like a worse version of class archetypes from Pathfinder 1e.
  3. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    Notice that it is perfectly possible to be non-magically frightened. Meaning that their behavior as frightened is compelled behavior just like my example (except being frightened is less of a restriction than being given the option of being frightened or suffering another consequence). Therefore...
  4. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    What do you mean mystically? That's a supernaturally charged word. Are psychologists mystics because they can affect the inner workings of your mind? What about commercials? What about the deception skill?
  5. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    I actually have a better idea now that I realised that there is an ability in Pathfinder 2E that I can let my design be inspired by. "Every potential target within the affected area that can see you and which is ready for combat rolls a will save. If they fail this save they become immune to it...
  6. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    It is explicitly NOT supernatural. There is nothing supernatural about what I just wrote. Screw it. It is 0% supernatural. I will not budge on this.
  7. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    I don't remember exactly the details of the original so I tracked this down from a wiki "Hit: You pull the target up to 2 squares to an adjacent square. If the target is adjacent to you after the pull, it takes 1[W] damage." I have several issues with this, but let's give it a more sensible...
  8. Muh

    D&D 5E (2024) Do you plan to adopt D&D5.5One2024Redux?

    Come And Get It was great. The problem was the presentation and not the effect.
  9. Muh

    D&D General If you were made president of D&D, what would you do?

    1: I'd split the brand into an old-school retro system a'la D&D 5E, and something more modern and D&D 4E-inspired. 2: I'd make sure there are no combined adventure+setting books. Those are pointless. You want a setting you get a setting and then a short adventure. It's supposed to be a setting...
  10. Muh

    D&D 5E (2014) With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)

    This is a very interesting perspective on the whole thing. I admit I don't know if I like it, but it certainly isn't like anything I've ever seen before.
  11. Muh

    D&D 5E (2014) What if we got rid of stats entirely?

    Nah you just need to make sure that there is space for flexibility within each class. Not all fighters should be the same, even if they picked the same subclass. Each class needs actual optional features. The whole system falls apart if there's no ability to modify how the class itself works...
  12. Muh

    D&D 5E (2014) What if we got rid of stats entirely?

    I hadn't even considered flaws, tbqh. I think that's a really good addition to help add some more character.
  13. Muh

    D&D 5E (2014) What if we got rid of stats entirely?

    Admittedly you lose granularity by doing this, but I'm not sure it's really valuable granularity. I don't think we gain anything from, for example, enabling someone to play an 18-strength fighter vs a 16-strength fighter. They could be the same. The only real loss is it prevents people from...
  14. Muh

    D&D 5E (2014) With Only 4 Ability Scores, How Would You Handle Spellcasting Abilities (+)

    We should get rid of all ability scores. Drop your pitchforks! A character should be defined by their class. Each class should have optional abilities you can pick that define things they are good at. The system should assume a baseline competence and then permit the players to boost themselves...
  15. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    But this is just what you're doing because you're a good game master. It's not something you're doing thanks to the system itself. The system does nothing to facilitate this kind of play at all. Your other example is the same thing. You could have a crappy GM instead who has read the exact same...
  16. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    It is true that D&D 5e is extremely survivable and probably more survivable than many other systems in the same style, but it still relies on and rewards optimal play and it has little in the way of mechanics to handle things like being captured. This is going to vary from group to group, but...
  17. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    I think the big problem that D&D has isn't that it doesn't have particular mechanics, but that the system itself punishes stupidity. D&D would be more appropriate if you could more easily avoid death as a consequence of doing something stupid. I think the simplest way to adapt D&D for AT would...
  18. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    Slightly sidetracking the discussion, but I always thought the interesting component of the narratively-focused style of role-playing-game design is how you can use game mechanics to guide play towards something that is more genre appropriate. For example there was a big and fairly heated...
  19. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    Regarding the language objection that someone raised earlier: It's perfectly fine to call it whatever, but you start tossing around terms like, I dunno I'll make up something stupid like Ludus Ex Fabulum (I don't speak latin, sorry) or something like that people might rightly start calling you a...
  20. Muh

    What makes an TTRPG a "Narrative Game" (Daggerheart Discussion)

    That's an interesting approach, but I'm not so sure if that is accurate. A system like Fate or Lancer are highly tactical in combat, but they also have extremely "narrative" systems for use outside of combat.
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