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<blockquote data-quote="5ekyu" data-source="post: 7811704" data-attributes="member: 6919838"><p>Good things learned</p><p></p><p>Online presence in vital. Streams, twitch, YouTube play and discussion and teasers are play a critical role in exposing to new players.</p><p>Agree with accessibility points above - simple intuitive core mechanic seen often in play, organized play at FLGS etc.</p><p></p><p>Need to fo better - mixed bag</p><p></p><p>Full pillar sub-systems</p><p>Three pillars - action (combat), Social, and Mystery (exploration, discovery, knowledge)</p><p></p><p>You have combat sub-syetrm in PHB now.</p><p>You have social sub-system in DMG now.</p><p>Both of these are versatile and malleable to many different cases, require a number of choices, invoke a variety or traits and features with different paths to success. It's not "one roll to succeed" but rather accumulations of gains towards end. </p><p>Provide a sub-system for mystery - research, exploration etc - modelled after the social one</p><p>Present all three in the PHB - expanded in DMG.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Vision and light need to be called in with stealth and perception and investigation etc into a broader but simplified "gm assigns" category. Like stealth, dont go for precise case-by-case specificity (outdoors most moonless nights - blinded) but for some basic decision of scene by the GM- this is obvious, this is in obvious, this is hidden and then the use of actions, interactions and features to change things. </p><p>Obvious - will be noticed without roll</p><p>Inobvious - may be noticed but not certain.</p><p>Hidden- actively concealed- effort etc required to expose.</p><p></p><p>Ability scores - to address the "scores balanced" issue maybe divide the abilities into three active and three passive ones. The three active ones are used to run the more active skills and abilities. The three passives are the most common for saves and for some passive checks. Having one stat like dex that is a key save, lots of common skills, initiative and AC passives, and combat attack, damage, ranged all in one is a bit impossible to match when placed alongside INT. Let each class favor one active and one passive. (Warning this may lean into renaming the classic six.)</p><p></p><p></p><p></p><p>Bad - needs rework - subjective design preference</p><p>Ditch or wrap the short vs long rest class variance in favor of an expanded resource "recovery". Personally, I would use HD as the slow-to-recover "adventure clock" and have features that are currently "short rest" be spending those. This moves that major balance issue back to player choice and not in " gm says when" rests. I would design a "spend HD feature" into every class, sub-class and race as well as several "any character csn" soends. Recovery slow, maybe like your con modifier per day (min 1)</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7811704, member: 6919838"] Good things learned Online presence in vital. Streams, twitch, YouTube play and discussion and teasers are play a critical role in exposing to new players. Agree with accessibility points above - simple intuitive core mechanic seen often in play, organized play at FLGS etc. Need to fo better - mixed bag Full pillar sub-systems Three pillars - action (combat), Social, and Mystery (exploration, discovery, knowledge) You have combat sub-syetrm in PHB now. You have social sub-system in DMG now. Both of these are versatile and malleable to many different cases, require a number of choices, invoke a variety or traits and features with different paths to success. It's not "one roll to succeed" but rather accumulations of gains towards end. Provide a sub-system for mystery - research, exploration etc - modelled after the social one Present all three in the PHB - expanded in DMG. Vision and light need to be called in with stealth and perception and investigation etc into a broader but simplified "gm assigns" category. Like stealth, dont go for precise case-by-case specificity (outdoors most moonless nights - blinded) but for some basic decision of scene by the GM- this is obvious, this is in obvious, this is hidden and then the use of actions, interactions and features to change things. Obvious - will be noticed without roll Inobvious - may be noticed but not certain. Hidden- actively concealed- effort etc required to expose. Ability scores - to address the "scores balanced" issue maybe divide the abilities into three active and three passive ones. The three active ones are used to run the more active skills and abilities. The three passives are the most common for saves and for some passive checks. Having one stat like dex that is a key save, lots of common skills, initiative and AC passives, and combat attack, damage, ranged all in one is a bit impossible to match when placed alongside INT. Let each class favor one active and one passive. (Warning this may lean into renaming the classic six.) Bad - needs rework - subjective design preference Ditch or wrap the short vs long rest class variance in favor of an expanded resource "recovery". Personally, I would use HD as the slow-to-recover "adventure clock" and have features that are currently "short rest" be spending those. This moves that major balance issue back to player choice and not in " gm says when" rests. I would design a "spend HD feature" into every class, sub-class and race as well as several "any character csn" soends. Recovery slow, maybe like your con modifier per day (min 1) [/QUOTE]
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