D&D General 6E But A + Thread

I don't find arguments that "D&D isn't a metacurrency game" particularly compelling because of games like Savage Worlds. That game has a metacurrency as a central element of play that increases the fun and drama of play. D&D would benefit from a similar idea. 2d20 games and Daggerheart, too, have metacurrency systems that are a fundamental, tactical element. I fail to see how that isn't appropriate to D&D. Especially when people almost universally laud ToV's Luck.
I .eqn,5E already has Inspiration, which is a metacurrency.
 

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By curiosity, do you consider things like spell slots or « PB per long rest » forms of metacurency?

[edit] PB per long rest clearly isn’t, but could spell slots be considered one?
I'm not Ruin, but they responded to my post on the subject, so...I don't consider spell slots metacurrency. They are, IMM, a simple game mechanic to describe how magic works.
 

I don't find arguments that "D&D isn't a metacurrency game" particularly compelling because of games like Savage Worlds. That game has a metacurrency as a central element of play that increases the fun and drama of play. D&D would benefit from a similar idea. 2d20 games and Daggerheart, too, have metacurrency systems that are a fundamental, tactical element. I fail to see how that isn't appropriate to D&D. Especially when people almost universally laud ToV's Luck.
It is not that it isn't appropriate for D&D it isn't what I want in D&D. So if you are asking what I want in a 6e, then metacurrency is not going to be a part of it. Can metacurrency be a part of it - sure, but that is not something I want in the core game. I want the core game to fun and tactical without metacurrency.

Though at this point I guess we need to define what we mean by metacurrency. I don't consider things like spell points, slots, maneuvers, etc. as metacurrency. I do, generally consider things like inspiration, hero points, action pionts, fate points, etc. as metacurrency. Admittedly it can be a fine line on some things.
 



It is not that it isn't appropriate for D&D it isn't what I want in D&D. So if you are asking what I want in a 6e, then metacurrency is not going to be a part of it. Can metacurrency be a part of it - sure, but that is not something I want in the core game. I want the core game to fun and tactical without metacurrency.

Though at this point I guess we need to define what we mean by metacurrency. I don't consider things like spell points, slots, maneuvers, etc. as metacurrency. I do, generally consider things like inspiration, hero points, action pionts, fate points, etc. as metacurrency. Admittedly it can be a fine line on some things.
I think the best definition of metacurency is a pretty simple one: it is a resource that the PLAYER uses (not the character) to change or influence the outcome of mechanical results (usually dice rolls) and potentially narrative elements. So a monk's ki or a sorcerer's metamagic points are not metacurrency because they are explicitly used by the character in the fiction. Bennies from Savage Worlds are, because they are used by the player for various purposes (usually helping soak damage or increasing a die roll). Fate Points also do those things but also have a more direct narrative result based on the particulars of that game. Metacurrencies vary in complexity, applicability and availability, but they all share the common theme of empowering the player to argue with the dice and/or GM with a concrete mechanical system for doing so.

I understand that some folks don't want that in D&D for whatever reason, but I reject the notion that D&D is somehow inherently unfit for the use of metacurrency (especially since the current version has been embracing metacurrency for over a decade).
 

By curiosity, do you consider things like spell slots or « PB per long rest » forms of metacurency?

[edit] PB per long rest clearly isn’t, but could spell slots be considered one?
No, because they're at least vaguely reflected in the fiction as the limiting factor to what a caster can do each day.

Metacurrency to me is:

--- anything that can change, re-do, or affect a die roll or its result after the result of that roll is known (yes this includes some 5e reaction spells, and Halfling luck)
--- anything outside the fiction that can give a roll, benefit, or penalty that otherwise has nothing to do with the fiction and is entirely table/player based (e.g. "Bob, for bringing snacks tonight, give your character 50 xp.")
 

After 10 years we got a 5.5 edition, if we would see a 6.0 edition in another 10 years I would like to see:
  • even more streamlining
  • less words used to explain a function/ability/system
  • A more coherent whole (5.5 feels like a bunch of different departments worked on their part as islands and then combined at the end without much comparing notes before hand)
  • A more consistent artstyle with less focus on certain non-gaming/RL aspects, maybe even only one artist.

Recently figured out why I played so many Fighter/Mage/Thief in 2e, I want options in my RPGs. D&D 5.5e gave us way more options in the core classes, without having to multiclass like crazy. I like this a LOT, would I like to see this to go to even more extremes in 6.0e? Depends on the implementation really.

I would like to see more options in a 6.0 DMG, leave the first DM experience to a separate Guide to being a good DM and give us optional systems, like Sanity, some sort of social encounter/combat that all classes can participate in, etc.
 

more classes, not too many, like four, five maybe nothing crazy.
more species player option but with integrated lore in at least one setting to act as a default (we tell both sides of the dm screen this) ideally of the less blandly looking

Retire Ranger ,Druid and monk to do them better, or at least figure out what Ranger is.
Druids would be better served by an animist-themed caster class that is more generic but with the animal-themed shifter as a default option.
monk I know we'll need a massive overhaul, but more proper east Asian-themed fantasy exists so we might as well take from it both properly and respectfully.
 

I think the best definition of metacurency is a pretty simple one: it is a resource that the PLAYER uses (not the character) to change or influence the outcome of mechanical results (usually dice rolls) and potentially narrative elements. So a monk's ki or a sorcerer's metamagic points are not metacurrency because they are explicitly used by the character in the fiction. Bennies from Savage Worlds are, because they are used by the player for various purposes (usually helping soak damage or increasing a die roll). Fate Points also do those things but also have a more direct narrative result based on the particulars of that game. Metacurrencies vary in complexity, applicability and availability, but they all share the common theme of empowering the player to argue with the dice and/or GM with a concrete mechanical system for doing so.
Good definition and fits with my understanding.
I understand that some folks don't want that in D&D for whatever reason, but I reject the notion that D&D is somehow inherently unfit for the use of metacurrency (especially since the current version has been embracing metacurrency for over a decade).
I can't speak for others, but I never said D&D is inherently unfit for metacurrency. It is just something I don't want in D&D. I am fine with that been more important in other game systems.
 

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