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

What does your gut tell you? Since 1st edition that has been the most reliable method.
I dunno. I remember a starter module in 2e that did that and I cheated like a b@stard to avoid the tpk. So I guess my learning curve was it doesn't matter as long as I was willing to pull my punches.

I'm sure that's the lesson we want to teach new DMs.
 

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If you're optimized, yes. Which is part of the issue. CR is training wheels. Removing it is giving a kid a new bicycle and telling them to learn how to ride it themselves while running the Tour de France.

Even older D&D didn't do that.

They're finally figuring out thr CR system along with encounter design rules are bad.

Main reason? To many playstyles and scenarios where they don't work. People will just ignore your rules. Or not buy them oruse them even worse.

Heavy Attrition based 4E and 5E basically failed hard at urban and exploration based encounters.

CRs still there. Time to burn that down remnant. It was a bad idea in 3E.
 



So DS! exists as a game which tries to extract the core ideas of 4e and get rid of a bunch of the D&D sacred cows that were left over. It does a bunch of I think interesting things to get there, the core of which is giving each class a build/spend mechanic for your powerful abilities. None of them are limited by rest, they're instead limited by "how well can you build up your counters." This directly ties into avoiding the 5mwd design via the accumulation of Victories, which you gain from each Encounter (which is inclusive of Montage scenes which can go for anything from a short chase through a city up through crossing a desert; along with high-stakes Negotiations) and stack until you declare a Respite - 24 hours of chilling. As your Victories stack up, they give you more of your class power at the start of a combat encounter, so you can nova harder - perhaps opening up with a 7 or 9 cost power that significantly defines the battle.

Conversely, your Recoveries (Surges but now we call everything Stamina which feels a little bit better fictionally when we use Catch Breath to recover in combat etc) are depleted along the way via combat or as a consequence to Montage failures etc. Those recharge in full on a Respite.

So you've got this tension between "as we push further, we can push faster" vs "ok but do we have enough available to Recover still."

And then a lot of the basic class fantasy stuff is baked in as a Maneuver (Bonus Action basically), eg: the Cleric equivalent's healing spell is core and allows them to trigger a Recovery on self/ally in range. Nothing special, but they can spend their class resource to boost that significantly - healing the entire party at once, curing conditions, triggering two Resources on a single target, etc.

One other clever thing that DS! tries to do with the Heroic Resources is add a bunch of thematic triggers to get bonus amounts based on events that occur during a combat. This is a mechanical way it's trying to a) have players keep their focus on the flow of combat even off turn and b) set up additional tactical combos to power bigger abilities.
Hey thanks for this write up. I've been meaning to get DS as I like Matt Colville from the two or so dozen videos I have seen of his but haven't gotten around to acquiring a copy of DS yet.
I'm always pleasantly surprised by the innovativeness that exists in the RPG design space. So many great ideas and mechanics.
 

Even older D&D didn't do that.

They're finally figuring out thr CR system along with encounter design rules are bad.

Main reason? To many playstyles and scenarios where they don't work. People will just ignore your rules. Or not buy them oruse them even worse.

Heavy Attrition based 4E and 5E basically failed hard at urban and exploration based encounters.

CRs still there. Time to burn that down remnant. It was a bad idea in 3E.
Fine. Let's remove the encounter building guides (and the treasure guides too while we're at it) and let DMs learn it the old fashioned way. They should have a good idea after their sixth ruined campaign...
 

Fine. Let's remove the encounter building guides (and the treasure guides too while we're at it) and let DMs learn it the old fashioned way. They should have a good idea after their sixth ruined campaign...

5.5 has already removed encounters per day.

Its an art form not a science. We've had 3 editions in a row essentially suck at it.

Theres a reason for that. You cant acount for all the different playstyles and scenarios out there. And you cant force it. Players either ignore you (5E) or bail (4E).

3E actually had decent rules but messed up the power scaling on everything else.

5.5 trying to do pre 3E but its retaining elements of 3E-5E.

Old way lasted 26 years. New way they keep tinkering. They cant get it right. Probably because its a fools errand.
 



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