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    D&D General Path of Feats: a Superior Design than Subclasses

    Personally, I hope that 5e/D&D doesn't go in this direction - I'd be happy to leave feat chains to the Pathfinders. 5e occupies a nice middle zone of character build complexity between TSR/OSR type games and Pathfinder 2e etc. that it actually doesn't have much competition for, and I think it'd...
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    D&D General Turgenev's Friday Freebie Maps

    Great stuff, I also took some inspiration from that temple for a recent D&D temple, but would have used this interpretation had I seen it! Forests of pillars in general are underrated as a gameplay element. Lot's of places to take cover, to hide, to disrupt formations, to hide secret compartments...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    Yep your right I'm mixing up the various R spells (same in 5e).
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    D&D 5E (2024) High Level 5.5E: Building Encounter Chains

    I'm not close to level 15, but my game has definitely improved with generally lowered hp and increased damage to most non-boss/miniboss type monsters. Like close to half hp, double damage for mooks (often through additional multiattack, and either choosing hp at the lower end of the possible...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    In terms of an explicitly written constitution that guided design or something, I have no idea. I guess I'm more interested in the design "philosophy" that is implied by the rules and mechanics - i.e. what might they say about how the designers imagined things playing out at the table, about the...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    Yeah, a lot of costs/risks have been removed from spells - e.g. lots of spells (haste, wish, restoration, gate, etc.) age the caster in 1e, I suppose also implying a system shock check. Raise Dead lowers Constitution etc. It is always nice when you see a 5e spell that still has a hint of...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    Yes! One of my very rough metrics for myself as a DM is something like "number of deranged schemes/out-of-the-box creative solutions/completely hopeless situations that get reverse-unoed" by players per session. Magic items (and the systems that support them) that encourage this, either in the...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    I mainly skipped 3e and 4e for lack of familiarity. So I'm basically interpolating a story from 1e (and presumably 2e) to 5e to 5.5e. The closest I have to experience in either 3e/4e is adapting a Pathfinder 1e adventure to Pathfinder 2e. If some one can fill in the design evolution gaps here...
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    D&D General Combat as War vs. Sport and a Missing Third Mode

    Seems like a very useful distinction in terms of goals. I do wonder what mechanics scaffold this mode of combat best? For combat as war, I'd suppose the scaffolds would be robust resource management systems to connect the strategic intimately with the tactical; morale and other "wargamey" tools...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    Yeah, it's interesting to think about the relationship of ttrpg design with video games over time. There are some substitutes like you mentioned, some of the crunchiest aspects being easier on computers (maybe computer strategy games captured some of the market for the more wargamey/domain play...
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    D&D General Edition Design Philosophies as Seen Through Magic Items

    I have a theory that you can learn a lot about a fantasy TTRPG’s design philosophy by looking at its magic items. Further, you can especially learn a lot about changes in design philosophy by looking at different takes on the “same”* magic item in different editions of a game. There are iconic...
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