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General Tabletop Discussion
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6e, how would you sort the classes/sub-classs?
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<blockquote data-quote="Wulffolk" data-source="post: 7321172" data-attributes="member: 6871450"><p>No Classes!</p><p>No Levels!</p><p>No Hit Points!</p><p>No Armor Class!</p><p>No Alignment!</p><p>No d20!</p><p></p><p>Well . . . I guess it is no longer D&D without all of that garbage. Those things may be the foundation of the game, but they are also the biggest problem with it. I would be very happy to see D&D evolve beyond many of it's legacy issues.</p><p></p><p>What I would start with:</p><p>Choose Group Concept, then create character.</p><p>Choose Race/Gender, roll Abilities</p><p>Choose Culture/Background, determine Talents/Gifts/Flaws</p><p>Determine Childhood Training</p><p>Life Event (shapes personal nature)</p><p>Determine Youth Training</p><p>Life Event (affects personal demeanor)</p><p>Determine Adolescent Training</p><p>Life Event (influences goals and methods)</p><p>Determine Adult Path</p><p>Life Event (the catalyst for adventuring)</p><p>Begin Adventure!</p><p></p><p>Not all people are created equal, rolling Abilities reflects nature.</p><p>Playing the character begins with choices made during creation.</p><p>Every choice above adds a template overlay to the character.</p><p>Races give flavorful features, not stat bonuses.</p><p>The end result should be steered in a direction of fitting into the original group concept.</p><p>The game would use a unique (but still simple) dice pool system.</p><p>Armor would provide protection through a combination of deflecting and absorbing damage.</p><p>Weapons would have specific maneuvers and options associated with them (such as a sword being able to slash/thrust/bash/parry to varying degrees based on type, or a shield providing cover as well as being able to block/bash).</p><p>There will be more to playing a warrior than simply "I Attack!". Tactics and maneuvers will be important choices.</p><p>The rules of Magic use will be determined by the source of the Magic (divine favor, arcane manipulation, raw sorcerous power, Magic borrowed through pacts, psychic powers, power drawn from elements of nature, etc)</p><p>Magic is meant to have an impact, and to do things that can't be accomplished through mundane means. Thus when Magic is seen it will be significant, even if it is less common and less frequent.</p><p>Characters don't gain character or class levels, they improve their abilities and add more templates. Their power level is determined by their total experience.</p><p></p><p>And that is the problem, every time I start thinking about what I would change I essentially completely re-write the entire system, and it is no longer D&D any more. Maybe someday a better-written system will find mass appeal and our hobby can grow past the limits of D&D, but I am not holding my breath.</p><p></p><p>In the meantime, if I must deal with all of the problems associated with D&D, then 5e does a better job than any previous edition. I think that 6e might be done best by simply polishing the rough edges off of 5e after all of the options are covered. If they do that then 6e could potentially become the "evergreen" product line that they could use to sell a long line of stories and adventures.</p><p></p><p>TLDR - Grumpy old gamer rambles incoherently for far too long about things that will never change. Just ignore.</p></blockquote><p></p>
[QUOTE="Wulffolk, post: 7321172, member: 6871450"] No Classes! No Levels! No Hit Points! No Armor Class! No Alignment! No d20! Well . . . I guess it is no longer D&D without all of that garbage. Those things may be the foundation of the game, but they are also the biggest problem with it. I would be very happy to see D&D evolve beyond many of it's legacy issues. What I would start with: Choose Group Concept, then create character. Choose Race/Gender, roll Abilities Choose Culture/Background, determine Talents/Gifts/Flaws Determine Childhood Training Life Event (shapes personal nature) Determine Youth Training Life Event (affects personal demeanor) Determine Adolescent Training Life Event (influences goals and methods) Determine Adult Path Life Event (the catalyst for adventuring) Begin Adventure! Not all people are created equal, rolling Abilities reflects nature. Playing the character begins with choices made during creation. Every choice above adds a template overlay to the character. Races give flavorful features, not stat bonuses. The end result should be steered in a direction of fitting into the original group concept. The game would use a unique (but still simple) dice pool system. Armor would provide protection through a combination of deflecting and absorbing damage. Weapons would have specific maneuvers and options associated with them (such as a sword being able to slash/thrust/bash/parry to varying degrees based on type, or a shield providing cover as well as being able to block/bash). There will be more to playing a warrior than simply "I Attack!". Tactics and maneuvers will be important choices. The rules of Magic use will be determined by the source of the Magic (divine favor, arcane manipulation, raw sorcerous power, Magic borrowed through pacts, psychic powers, power drawn from elements of nature, etc) Magic is meant to have an impact, and to do things that can't be accomplished through mundane means. Thus when Magic is seen it will be significant, even if it is less common and less frequent. Characters don't gain character or class levels, they improve their abilities and add more templates. Their power level is determined by their total experience. And that is the problem, every time I start thinking about what I would change I essentially completely re-write the entire system, and it is no longer D&D any more. Maybe someday a better-written system will find mass appeal and our hobby can grow past the limits of D&D, but I am not holding my breath. In the meantime, if I must deal with all of the problems associated with D&D, then 5e does a better job than any previous edition. I think that 6e might be done best by simply polishing the rough edges off of 5e after all of the options are covered. If they do that then 6e could potentially become the "evergreen" product line that they could use to sell a long line of stories and adventures. TLDR - Grumpy old gamer rambles incoherently for far too long about things that will never change. Just ignore. [/QUOTE]
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6e, how would you sort the classes/sub-classs?
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