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*Dungeons & Dragons
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<blockquote data-quote="Quickleaf" data-source="post: 6268058" data-attributes="member: 20323"><p>[MENTION=83822]Sanglorian[/MENTION]</p><p></p><p>Yes, I like Dungeon World though I've only played a game online once. I haven't read all the rules in depth yet, but I'm not surprised my ideas overlap with it since I think it's a great game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>You're right that the upshots I've listed assume a rather limited success on the skill check. Maybe that is a bad idea, and I need to tighten up the focus of the upshots.</p><p></p><p>As an aside, I like the idea of getting "partial success" and kind of want to include that, but it is often the hardest to adjudicate at the table. Whereas "terrible failure", "failure", "success", and "great success" tend to be more intuitive IME. Maybe hitting your DC exactly is a partial success in the sense of: yes you succeed, but the GM chooses a complication also.</p><p></p><p><strong>About the archetypes:</strong> Yes, I agree with you entirely. Let me explain.</p><p></p><p>These 3 archetypes are not classes, they contain the classes. Each class is or will be designed for a wide array of challenges, and though not equal in all of them, will have ways to contribute in: challenges, combat, exploration, social encounters, and domain management.</p><p></p><p>What the archetypes do is establish 6 uses for hero points (or possible heroic surges, as you recommend). A list of 6 is more manageable than a list of 14, for example. It's meant to give each archetype flexibility in a certain aspect of play, yes, and not to overwhelm players. Probably, 5 uses for hero points is about the ideal amount most players can hold in their heads, scribble on the back of their sheets, or the GM can put on an index card.</p><p></p><p>But the archetypes are not the class. For example, fighters get to select lots of fun non-combat options, some of which are baked right into the fighter's core features.</p><p></p><p>It's also possible once I finish the Dominion rules that Warriors will get new ways to spend hero points there, not sure yet.</p><p></p><p>Anyhow, the archetypes are just an organizational framework to tell you:</p><ul> <li data-xf-list-type="ul">Who can/would want to select which feats. True20 did this. At one point D&D Next did too (not sure about current playtest rules).</li> <li data-xf-list-type="ul">What legendary paths are available/make sense for characters of which archetype. </li> <li data-xf-list-type="ul">What uses of hero points are available/make sense for characters of which archetype.</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6268058, member: 20323"] [MENTION=83822]Sanglorian[/MENTION] Yes, I like Dungeon World though I've only played a game online once. I haven't read all the rules in depth yet, but I'm not surprised my ideas overlap with it since I think it's a great game :) You're right that the upshots I've listed assume a rather limited success on the skill check. Maybe that is a bad idea, and I need to tighten up the focus of the upshots. As an aside, I like the idea of getting "partial success" and kind of want to include that, but it is often the hardest to adjudicate at the table. Whereas "terrible failure", "failure", "success", and "great success" tend to be more intuitive IME. Maybe hitting your DC exactly is a partial success in the sense of: yes you succeed, but the GM chooses a complication also. [b]About the archetypes:[/b] Yes, I agree with you entirely. Let me explain. These 3 archetypes are not classes, they contain the classes. Each class is or will be designed for a wide array of challenges, and though not equal in all of them, will have ways to contribute in: challenges, combat, exploration, social encounters, and domain management. What the archetypes do is establish 6 uses for hero points (or possible heroic surges, as you recommend). A list of 6 is more manageable than a list of 14, for example. It's meant to give each archetype flexibility in a certain aspect of play, yes, and not to overwhelm players. Probably, 5 uses for hero points is about the ideal amount most players can hold in their heads, scribble on the back of their sheets, or the GM can put on an index card. But the archetypes are not the class. For example, fighters get to select lots of fun non-combat options, some of which are baked right into the fighter's core features. It's also possible once I finish the Dominion rules that Warriors will get new ways to spend hero points there, not sure yet. Anyhow, the archetypes are just an organizational framework to tell you: [LIST][*]Who can/would want to select which feats. True20 did this. At one point D&D Next did too (not sure about current playtest rules). [*]What legendary paths are available/make sense for characters of which archetype. [*]What uses of hero points are available/make sense for characters of which archetype. [/LIST] [/QUOTE]
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