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  1. Micah Sweet

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    The prequels spent a lot of time at war too. Attrition and "war is hell" stories are absolutely part of that era.
  2. Micah Sweet

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    That attitude could be entirely in keeping with certain versions of Star Wars. The Rebellion thought this way until a PC forced them out of it. A good Star Wars RPG with a good GM could handle both IMO.
  3. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    For the record, I think a game company other than WotC (virtually any other game company) could make a very fine RPG using your suggested techniques. Cut the gorilla out of the equation and I'm on board.
  4. Micah Sweet

    D&D General Combat Against Player Engagement: A Systemic Challenge

    I want to note that I think it's a mistake to say that these kinds of "reactive narrative" action opportunities given to PCs in the circumstance aren't a houserule. Quite frankly, that's not how the combat system works, so allowing it is a houserule, and one that can add a non-negligible amount...
  5. Micah Sweet

    D&D General What's your view on a pirate-driven campaign?

    Your table shouldn't have to focus on that. I still think those kinds of sim concerns should be addressed, at least optionally.
  6. Micah Sweet

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Hard to say. I'm pretty sure that's how you feel, but none of us can speak for other people.
  7. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Probably, but I'm talking about a better product, not a better profit margin.
  8. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    What evidence do you have that WotC is at all interested in doing the sort of rigorous design and playtesting needed to make the game you want? It's not a matter of can the designers do it. It's a matter of will their corporate masters see the short-term profit they require to change course in...
  9. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Would have better IMO to make a separate Greyhawk book.
  10. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Obviously I see extra art and a larger font as unnecessary, but the other two are a choice I can understand.
  11. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Space issues? What did they put in instead?
  12. Micah Sweet

    Long-term survival rules?

    The Quiet Year is an excellent tool for worldbuilding before a campaign begins, if collaboration at that stage between the GM and the players is desired by all. I've used it that way twice, including in my current Level Up post-apocalyptic campaign, inspired by its use in the podcast The...
  13. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Oh yes, which is why I avoid it whenever I can in my games.
  14. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I'd rather just run looser, ala the TSR editions and the games inspired by them. Have what the PCs experience in the world derive from setting logic rather than relative challenge, and let the players make their own choices (through their PCs) whether to push on or find a safe haven in which to...
  15. Micah Sweet

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I agree regarding WotC and its design team (all that you said), but I will note that sometimes designers are the company they work for, or at least are a lot closer to them. And IMO these generally result in better games.
  16. Micah Sweet

    Long-term survival rules?

    I would make use of Kevin Crawford's Ashes Without Number settlement rules. The base game including these rules is free on DriveThruRPG, and like the rest of his work it really is excellent, especially for worldbuilding and exploration-based play.
  17. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    How long does the rest last in this paradigm? And are you taking it because that's the minimum allowed time between rests, or because you happen to be in a place where the rest is possible?
  18. Micah Sweet

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    None of those games are going out of their way to present an unintentional system that can appeal to the broadest possible customer base. They all have goals beyond just getting everyone to buy their game. I've seen no convincing evidence that WotC has such goals, and I refuse to believe that...
  19. Micah Sweet

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Again, do you think a complete redesign of D&D is likely to increase WotC's profits over where they are now, without any significant drop in the meanwhile? That's IMO what would need to happen for WotC to do as you suggest, and they'd have to be pretty darn sure it would break that way.
  20. Micah Sweet

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    To me, that "system" is good advice, not hard rules that try to codify what is IMO more art than science.
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