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5ing my own E...who's with me?!
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<blockquote data-quote="steeldragons" data-source="post: 5859690" data-attributes="member: 92511"><p>Good points, Li. But I guess, for me, the fluff is more important than the crunch...or fluffy crunchy bits together...but not crunchy fluffy bits. They aren't the "fun" of the game for me. </p><p></p><p>Now whether this makes it "top-down" design or "side-to-side" I don't really know. But, the important part, to my mind, is the characters...and what they can do/get, how they can develop as characters and options thereof. Flavor. Fluff. Options. Character generation is #1 for me. You don't get to combat or movement or anything else without them. So, starting with mechanics and moving from there really hold no interest to me.</p><p></p><p>Getting "shoehorned" into existing mechanics isn't really an issue for me. There are tonnnns of systems out there, most all the same except for which die you throw and when. If it's what we already know, then great, less to<em> learn</em> and more time to <em>create</em>/<em>imagine</em>!</p><p></p><p>Whether intiative is this way or that, rolling to hit on d32s or d17s, adding this but not that bonus, moving X feet in a round because you say so or because you have a "move action" but wait there's "difficult terrain" so your movement is halved or what have you...really doesn't matter....or, well, ok it matters, but doesn't interest me as much as what/how the player's can generate with their characters.</p><p></p><p>That's just me, of course. But you make a good point that actually creating a full publishable system (which I don't expect this ever would be) needs to take the crunch into consideration...and probaly should start at the ground level and work up.</p><p></p><p>For me, and the purpose of my entries here, I guess it's that I think the characters<em> are</em> (or should be) the ground floor..."In a 5e mode of thinking, that we want to incorporate a bunch of stuff from a whole bunch of editions to make [most] everyone happy, what can I take from where and how do they fit together in a way that's going to do that?"</p><p></p><p>We know/have been told that the PCs will be generated with "Race, Class and Theme" as primary building blocks. The "Combat/Exploration/Interaction" will be the 3 columns of adventure. So gotta make that work.</p><p></p><p>We've been told that most "Skill" use is going to be reincorporating/based off the "Ability Check" method of older editions (so giving bumps/boons to various Ability rolls seems like a pretty good way to give some flavorful bits a mechanical benefit).</p><p></p><p>We know there will be Vancian and Spontaneous (probably others too) magic in place.</p><p></p><p>And, while at times it just seems like A/E/D "powers" and, I believe, Feats are going to the way of the dinosaur (thankfully, to my mind), it's really just getting a name-change. Basically every class is still going to get things they can do with varying frequency...If there are "at-wills" and other things that might have a more limited use, then how exactly is A/E/D gone? Not very important, to me, either way. Keeping some vestige of the "powers" system in place will, hopefully, interest or at least placate some people's preferences.</p><p></p><p>So, with all of that in mind...that's kinda what I'm going for here....while still giving each class some roughly equivalent but flavorful options and bonuses and innate skills (without pages and pages and pages of choices) to keep the "Balance-lawyers" [mostly] at bay and/while engage those that prefer "character creation" to "character building". Figure out how the mechanics all work after you have a solid idea of what everyone will be trying to do/capable of doing.</p><p></p><p>Again, just me, my take. To each their own and "Play/Houserule as you like", as they say.</p><p>Happy Friday all!</p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5859690, member: 92511"] Good points, Li. But I guess, for me, the fluff is more important than the crunch...or fluffy crunchy bits together...but not crunchy fluffy bits. They aren't the "fun" of the game for me. Now whether this makes it "top-down" design or "side-to-side" I don't really know. But, the important part, to my mind, is the characters...and what they can do/get, how they can develop as characters and options thereof. Flavor. Fluff. Options. Character generation is #1 for me. You don't get to combat or movement or anything else without them. So, starting with mechanics and moving from there really hold no interest to me. Getting "shoehorned" into existing mechanics isn't really an issue for me. There are tonnnns of systems out there, most all the same except for which die you throw and when. If it's what we already know, then great, less to[I] learn[/I] and more time to [I]create[/I]/[I]imagine[/I]! Whether intiative is this way or that, rolling to hit on d32s or d17s, adding this but not that bonus, moving X feet in a round because you say so or because you have a "move action" but wait there's "difficult terrain" so your movement is halved or what have you...really doesn't matter....or, well, ok it matters, but doesn't interest me as much as what/how the player's can generate with their characters. That's just me, of course. But you make a good point that actually creating a full publishable system (which I don't expect this ever would be) needs to take the crunch into consideration...and probaly should start at the ground level and work up. For me, and the purpose of my entries here, I guess it's that I think the characters[I] are[/I] (or should be) the ground floor..."In a 5e mode of thinking, that we want to incorporate a bunch of stuff from a whole bunch of editions to make [most] everyone happy, what can I take from where and how do they fit together in a way that's going to do that?" We know/have been told that the PCs will be generated with "Race, Class and Theme" as primary building blocks. The "Combat/Exploration/Interaction" will be the 3 columns of adventure. So gotta make that work. We've been told that most "Skill" use is going to be reincorporating/based off the "Ability Check" method of older editions (so giving bumps/boons to various Ability rolls seems like a pretty good way to give some flavorful bits a mechanical benefit). We know there will be Vancian and Spontaneous (probably others too) magic in place. And, while at times it just seems like A/E/D "powers" and, I believe, Feats are going to the way of the dinosaur (thankfully, to my mind), it's really just getting a name-change. Basically every class is still going to get things they can do with varying frequency...If there are "at-wills" and other things that might have a more limited use, then how exactly is A/E/D gone? Not very important, to me, either way. Keeping some vestige of the "powers" system in place will, hopefully, interest or at least placate some people's preferences. So, with all of that in mind...that's kinda what I'm going for here....while still giving each class some roughly equivalent but flavorful options and bonuses and innate skills (without pages and pages and pages of choices) to keep the "Balance-lawyers" [mostly] at bay and/while engage those that prefer "character creation" to "character building". Figure out how the mechanics all work after you have a solid idea of what everyone will be trying to do/capable of doing. Again, just me, my take. To each their own and "Play/Houserule as you like", as they say. Happy Friday all! --Steel Dragons [/QUOTE]
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