Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="zakael19" data-source="post: 9776210" data-attributes="member: 7044099"><p>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. </p><p></p><p>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. </p><p></p><p>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." </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9776210, member: 7044099"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e System Redesign through New Classes and Setting. A Thought Experiment.
Top