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*Dungeons & Dragons
5e as an universal gaming engine ?
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<blockquote data-quote="Li Shenron" data-source="post: 6376763" data-attributes="member: 1465"><p>Really hard to say... </p><p></p><p>One property of 5e that might work in its favor is that the rules are not as strongly "interconnected" as in previous two editions, in the sense that you can <em>remove</em> or <em>replace </em>stuff (at least some) from the game without having too many consequences on other areas.</p><p></p><p>Then it all depends on what defines the "feel" for other systems/settings. I am myself working on a 5e conversion of Rokugan/L5R and I think it's not difficult, BUT since my experience with that setting comes from actually its 3e/d20 versions, I can't really say I'm doing a faithful conversion of the original L5R feel, because the d20 version had already changed that!</p><p></p><p>Anyway, something that <em>strongly</em> characterizes 5e IMO is the spellcasting system: we have traditional "stand-alone" spells (rather than rules for making up magical effects on the fly), spell levels, daily slots, scaling spells by slot level, new preparation rules, spells DC vs saving throws, concentration rules, rituals, at-will cantrips which scale by character level... These make up the bulk of rules for spellcasting, but notice that they are anyway class-based rules, so if you want to replicate a system where these features go against the feeling, all you really got to do is replace the PHB/Basic classes with other classes. For example, the Warlock uses a significantly different spellcasting system already, and it supposedly works fine.</p><p></p><p>Combat rules (initiative rounds, combat actions, attacks, movement, hit points, dis/advantage...) and adventuring rules (ability checks, resting, proficiencies...) are quite generic, so they might in fact provide a good 'universal engine'. Even they are not untouchable however. Resting rules for example are almost by definition totally tweakable.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6376763, member: 1465"] Really hard to say... One property of 5e that might work in its favor is that the rules are not as strongly "interconnected" as in previous two editions, in the sense that you can [I]remove[/I] or [I]replace [/I]stuff (at least some) from the game without having too many consequences on other areas. Then it all depends on what defines the "feel" for other systems/settings. I am myself working on a 5e conversion of Rokugan/L5R and I think it's not difficult, BUT since my experience with that setting comes from actually its 3e/d20 versions, I can't really say I'm doing a faithful conversion of the original L5R feel, because the d20 version had already changed that! Anyway, something that [I]strongly[/I] characterizes 5e IMO is the spellcasting system: we have traditional "stand-alone" spells (rather than rules for making up magical effects on the fly), spell levels, daily slots, scaling spells by slot level, new preparation rules, spells DC vs saving throws, concentration rules, rituals, at-will cantrips which scale by character level... These make up the bulk of rules for spellcasting, but notice that they are anyway class-based rules, so if you want to replicate a system where these features go against the feeling, all you really got to do is replace the PHB/Basic classes with other classes. For example, the Warlock uses a significantly different spellcasting system already, and it supposedly works fine. Combat rules (initiative rounds, combat actions, attacks, movement, hit points, dis/advantage...) and adventuring rules (ability checks, resting, proficiencies...) are quite generic, so they might in fact provide a good 'universal engine'. Even they are not untouchable however. Resting rules for example are almost by definition totally tweakable. [/QUOTE]
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