D&D General 6E But A + Thread

Allegedly, they were operating on what notes GRRM was willing to provide them--and Jon Snow's resurrection is literally something that will have to come up in the next book
If GRRM goes the same direction as the shows did in how the stories unfold - there's been fairly persistent rumours that at least in some key ways he will not - then this is correct. But, like the rest of the world, I'm still waiting for the next book... :)
(The vast majority of this is stuff I only know due to the fact that the negative response to the TV show was EVERYWHERE in its final season and I literally couldn't avoid it. I became conversant so I could end the conversations more quickly.)
IMO for any D&D player GoT is must-see TV. Ditto Jackson's LotR movies.
Yes, because YOU are not participating as any of those team members.
No, I'm not; particularly when I'm the DM.

But as a player, I'm quite capable of pivoting from one character to another if-when I either have to or choose to. Never mind that every now and then I'm participating in part as opposition to the team, if I'm playing a spy or assassin or whatever at the time whose agenda and that of the party are in conflict.
Do you think Mr. Guerrero Jr. is going to follow the Blue Jays avidly when he switches to a new team?

Because that's what the player is actually doing. They're actually one of the players on the team. I would expect them to pay attention to...y'know...the team they're actually ON. And if a player, say, were badly injured and had to retire, do you think they're going to be as avid a follower of that team?
I separate player and character considerably farther apart than you do, I think.

I mean, while I'm playing the character in the moment I can inhabit its thoughts, emotions, etc. without problem; but if-when that character dies I find it easy to jump to something else.
You are, as I said, making this circular. You have inserted the distance, the specific election to focus on team before any possible consideration of person. For TTRPG players, that cannot happen. You literally don't know anything at all about the team until it happens in-character. Prior to that moment, the one and only thing you know is...your character. You don't even know the world as well as you know your character.
Perhaps, though often I don't know the character that well either when it's just starting out. I'll usually have a "schtick" or personality quirk in mind to make the character unique and after that it'll develop as it develops.

As for knowing the team, the basics of that come in the first session or two once I see what everyone else is playing species-class wise and see those characters roleplayed a bit.
For this analogy to work, you would have to be following a single specific player from high school, through college, and on to them finally joining a professional team, and then, only then, deciding "actually, all I really care about is the Blue Jays."

Is that not a pretty substantial leap, to have invested so much time and effort and care into one singular player, over the course of their extensive pre-professional career....only to then instantaneously switch all of that investment to the first team they happened to join?
I don't put nearly that much effort in. What happens before the character hits the big leagues (i.e. joins the party) can be sorted out later if required; and roll-up will give me some clues through the languages it speaks, the secondary skills and-or past professions it's had, and so forth.
But the only possible thing you can focus on IS a key character, namely yours, until after a substantial amount of time has passed, at which point your character has integrated into the group. The one and only attachment you have to the world IS your character, you know that character better than you know the color of the world's sky, for goodness' sake! Unless and until you integrate into the group, the character is all you have.
This would be true if both of...

a) the character I'm playing right now is the only character I've ever had in that party or campaign and
b) we're starting out fresh in a brand new homebrew setting

...were true. 98+% of the time IME one or both is not true.

In other words, it's at best true for the first part of a new campaign's first adventure and that's it.
Most people don't play "year after year"--because campaigns don't last that long.
Hey, that ain't my fault. :)
 

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It was a 5e adventure path. It wasn't overly fatal and the whole thing ended at 9th level. People dropped in combat but healing made sure no one died. The bulk of the casualties came from starting with a potential pool of eight players and only having five by the end due to real life issues stopping them from playing.

Could people have died? I'm sure if the DM was gunning for us he could have scored some kills. I've seen characters die in his game (he tpkd his Eberron party prior with a green dragon). I often joked if she died she was being replaced by her identical twin sister because in paid good money for that mini!
That's fair.

I've built up a rather crazy-size collection of minis over the decades, to the point where there's probably something here that's at least vaguely close to whatever you happen to be playing (but it might be on you to paint it; when it comes to minis I have the painting skills of a grizzly bear).

Our usual informal policy is metal minis for PCs, plastic for the opposition.
 

I find this is pretty common in many groups, but it also often does not work out well for the last person to join decide.

I think groups can be happy, fun and successful when they don't have all their bases covered. I think it is difficult to be successful when players are playing a PC they don't really want to play.
I largely agree; and have two means of to-a-point solving it:

1. Players are always allowed to play two characters at a time if desired. That way, even if one is just to fill a hole the other can be what they really want to play.
2. If they think to do it in-character they can almost always find and recruit an adventuring NPC to fill a hole (and some canned adventures provide one as part of the plot). Quality, loyalty, and usefulness of said NPC is not guaranteed, however; over the years there's been everything from loyal-to-a-fault NPCs to outright spies show up in parties due to the PCs' recruiting efforts.
We have a current group I am in with 2 Barbarians, a hard melee Bladelock a Rogue and a healer-oriented Cleric. We are quite light on offensive/AOE magic and all the intelligence skills, but we are having a lot of fun. If we had one of the three melee characters play a Bard, Sorcerer or Wizard instead we would be a lot more versatile and "balanced" as a group, but I don't think that player who swapped would be as happy.
This is to me an obvious case where the PCs, on realizing they're short of casters and that having one around would be very useful, would go out and recruit an NPC.
 


It is better for several reasons.

Not being levels means, as I've said already, we completely and utterly cut out the "but that's not FIRST, you start at FIRST because that's what FIRST means, why would you ever start anywhere other than FIRST". And yes, while this is not the majority opinion, my own thread has literally shown that that IS what some people think. Real live people.
By them not being levels you make them 2nd class citizens and that never goes well
Secondly, and far more important in the grand scheme, not being hard coded fixed sequences of completely nailed down effects means the structure is much more customizable for each interest. Someone wanting "gentle curve guiding players into their first character" can make sure that the characters have near/full defenses as if they were already competent, survivable 1st level characters, without the bells and whistles chosen. Someone wanting a gritty, hardcore experience can strip out nearly everything and still have a functional character. Someone wanting the characters to grow naturally can set a steady pace from low but meaningful starting choices. Etc.
The flexibility that comes from having a system that isn't tied to a fixed progression, and instead allows the GM to set the curve and the content, is literally the key point that makes it functional for multiple groups. Trying to shove every priority, every style, into one singular fixed structure that has to be one size fits all? That literally won't ever work. This can, becauseit can be customized to each group.

And those who don't want to bother never even need to look at it.
I guess I simply don't believe you yet. Until I see a draft of actual rules / guidelines I simple don't see what you are trying to do that can't be done equally as well or better with levels.

Keep in mind that D&D is a game with levels and that is what one expects to have when you play it.
 



By them not being levels you make them 2nd class citizens and that never goes well
If a designer does this, they're an a#$&@%e, plain and simple.

Do you think I don't know what it's like to be treated like a second class citizen? Come the frick on, Dave. I'm a 4e fan. 5e, and especially its fans, will take every opportunity to remind me that I'm a second-clsss citizen now. I wouldn't inflict that on my worst enemy.
 


Alignment--it can both be a guide (a goal) as well as a determination. It's either what you aspire to or what you are, and there can be a big difference. Some villains and anti-heroes truly think they're pursuing The Greater Good, whereas their methods draw away from that.

At best, draw it down from 9 to 7. Instead of a grid, see it as a linear barometer: LG --> G --> CN/N/LN --> E --> CE.

Not sure it should have stronger implications upon gameplay except in limited

Ancestry--just call it Races again. Race is short and descriptive. And enough with the silly 5E+ orc. Laaaaaaame.

Instead of bonuses based solely upon Race or Background, do both: +2 to a primary attribute (+2 CON for Dwarves, +2 DEX for elves, etc.) but give +1 to another attribute based upon Background.

Push back some of the more annoying 5E+ aspects. Maintain interoperability, some things just aren't as good in the revision.
 

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