D&D General 6E But A + Thread

depends on how far you break the rules, but having to adjust encounters even with standard rules is not unheard of, and DCs are not all that hard to adjust either
So we're back to "the rules suck, so I just ignore them and do whatever seems right without any actual rules". Just bloody wonderful. Amazing that people think this is work worthy of paying for.
 

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Because I am daunted by the scale of the task. A lone designer trying to do what literally a team of dozens of people took three years to build. Even if that team's result was unsatisfying, it is not a task a lone person takes on lightly.

Especially because I very strongly believe in collecting play testing data and actually analyzing it, rather than manufacturing push polls that merely rubber stamp what I was already going to do anyway. Or have you forgotten the times where WotC put out polls where the only options were various flavors of "yes"?
Odyssey is a one man design team and is looking to be a really interesting entry into the 5e market.

Though I agree, if your not a professional designer making a RPG from the ground up is a tall task
 

IDK, I seem to remember complain about the design survey pretty early on, but I agree the real route is: it is not designed how I want
Those who noted the serious survey flaws were entirely drowned out by those who defended them to the hilt. And I'm fairly sure some of the very people complaining about design-by-survey now are those who specifically defended it back in 2012, 2013 as the height of good sense. "Why wouldn't you make the design that appeals to the most people?" and the like.

So, so funny how that argument falls by the wayside the moment the design that appeals to the most people starts producing design the arguer dislikes! Just hilarious.
 


Those who noted the serious survey flaws were entirely drowned out by those who defended them to the hilt. And I'm fairly sure some of the very people complaining about design-by-survey now are those who specifically defended it back in 2012, 2013 as the height of good sense. "Why wouldn't you make the design that appeals to the most people?" and the like.

So, so funny how that argument falls by the wayside the moment the design that appeals to the most people starts producing design the arguer dislikes! Just hilarious.
I just think it is human nature. We are flawed creatures.
 


Gotta keep them in the "less than what even regular athletes can achieve" gulag somehow.

For goodness' sake, it's a fantasy game. Why are only those who went to magic colleges allowed to be fantastical?
I do not need to keep them in some gulag, I was fine with the whirlwind attack or groundstomp. I am fine with martials getting stronger, but I do not want them to catch up to casters, I want casters to be powered down and have the two meet in the middle
 


this is more curious speculation but, i wonder what DnD 6e would be like if it fully abandoned spell slots for a spell points/mana structure like final fantasy typically does, spell levels could stay pretty much as they are i think (you can't learn a 3rd level spell before you're fifth level)

this system can also be used for martials, with them typically getting less MP but their abilities costing less to 'cast', with their abilities drawing off stats or other fundamental properties that make them typically inefficient for casters to use, alternately you could make a split between caster MP and martial Ki, with the difference being more akin to petrol vs diesel, they both power engines but engines are made in a way they only work with one or the other.
I think it could work. Level Up uses exertion points, which only martials get, and are used to power maneuvers. And adepts--which are monks, but renamed so as to be more encompassing--get extra exertion and use it both for maneuvers as a replacement for ki points.

So there could be Ability Points, and whether you use them to power spells, maneuvers, or other abilities depends on the class. Dunno whether or not the number you get depends on your class or your level, but I'd wager the latter since it would encourage too many multiclass dips if some classes got a really high number of points. Of course, you could make give points different names depending on class, so you can't use your Fighter points to power Cleric spells, and vice-versa, but that might make for extra bookkeeping.

What I could see with this is having fewer abilities but giving each one more options. This would be easiest with spells. The Fire spell would give you an option of cone of flame (burning hands) for 1 point and big explosive flame (fireball) for 3 (or whatever). Maybe a similar martial ability would be (for example) move 15 feet (outside of normal move) and attack for 1 point, and getting bonus damage or extra move would cost extra points.

Keep the numbers low to make math easy and it'd work quite well.
 

What? Why wouldn't you just use a shortbow? Why should a sword act like a shortbow? How can a sword act like a shortbow?

If you are talking about "sword aura" or similar ideas from manga an such, well that would come along well after 3rd level. The earliest I would want to see stuff like that is level 11+. For D&D, I think the first 10 levels should be fairly mundane. However, it should also provide clear direction how to start at level 11 (possible even guidance to make it act like level 1) of that is your preference. But D&D should always have room for the 0-hero idea IMO. If it also supports hero-legend and legend-mythic, that is just a bonus (one that I want).
IMO the legend-mythic piece should either be an optional add-on or an entirely separate - but compatible - game.
 

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