Disclaimer: I guarantee this will draw great criticism. Keep objectivity in mind, please.
Oh yeah, and don't judge based on my low number of posts, either. I've been here for years.
To begin:
This post is to describe a new d20 product. No, I have no publisher, though it's easy enough to go pdf. This product is years in the making, and has been playtested for months in several different games with different DM's. It's got that much going for it. I fully intend to publish it, and have several leads into the market.
The point of this post is that I just want to see if it's got too many problems to ever float.
The idea is this. D&D has a certain "implied setting", that being your quasi-medieval world of adventuring, rescuing beautiful dragons from ravening princesses, and saving the world. With swords and fireballs. D20 modern has its own flair with its implied setting, which needs no description. Star Wars d20, well, you get the idea.
This book provides a system of rules and roleplaying advice for a new implied setting. Serious d&d. Same old world with a serious twist, for more serious players.
If you don't like the idea, fine. It wouldn't be the first d20 book that went unliked.
In a serious setting, adventurers don't just sling fireballs in the royal court and walk away with their heads high. Dragons don't fall to lucky 3rd-level adventurers (except maybe wyrmlings), and wizards can't figure out what "level" they are by comparing their fireball ranges.
Fighting characters can customize their style with dozens of fighting feats, all designed to fit and balance together, instead of splayed across a hundred core and d20 books.
Magic-users can choose from many variants, whether your standard memorize, fire-and-forget spells, or Mage(tm)-esque subjective wizards who alter reality with thoughts.
The system is designed to take all the mechanics worth taking and distill them into a lean, robust engine, upon which flavor is added by the players and DM (with suggestions from the developers), as opposed to forced flavor (such as all rangers using two-weapon fighting, to make a rough example).
Kind of like linux to windows, except with as much support for the old rules as possible.
Here's some crunchy stuff:
All classes get a bonus feat every even level. (This really works in playtest, it isn't so radical)
Most classes get a class-specific "special ability" every odd level. Those with spellcasting ability get them less often or not at all.
This way, every character gets something every single level.
Most classes' special abilities were re-written with the primary purpose of making them stand apart from other classes more, as well as ensure balance of utility and overall power both across the scale of levels and across the range of classes. Several characters share special abilities; for example, both Druids and Rangers can choose Favored Terrains. Every class can do at least one thing others can't.
All special abilites have a clear progression. Everything comes in larger, more meaningful "chunks". The rate of progession is constant, i.e. at an unchanging interval of levels.
The Cleric and Druid are re-designed to be less like weak, fighting wizards and more like Clerics and Druids. Clerics spell lists are built entirely from their domains (they get more at later levels, and virtually all of the domains have been at least tweaked). The concept of Greater Domain Powers allows high-level Clerics to be more unique, more focused to their domains.
Many spells were tweaked up and down, but on the whole they remain intact.
In playtest, the system has held up well in low and high levels (no chance to test middle levels yet). On the whole, it allows pc's more mechanical support; I won't say more options, because the inherent nature of D&D allows countless options, but the system supports more directly. Characters are slightly weaker at 1st-level than in 3e, but they grow significantly more powerful in very high levels, hopefully staving off the need for epic levels. As an epic-level DM, I know that whole thing just doesn't need to be touched in a serious game.
I'll post some examples, say what you will. I'm interested in criticism.
I'm not interested in flames or meaningless discouragement, of course, but honest remarks, compliments and (most certainly) complaints are welcome.
To anyone who's spent all the time to read this, thank you, and I hope you like some of the ideas presented.
- Kenjura
Oh yeah, and don't judge based on my low number of posts, either. I've been here for years.
To begin:
This post is to describe a new d20 product. No, I have no publisher, though it's easy enough to go pdf. This product is years in the making, and has been playtested for months in several different games with different DM's. It's got that much going for it. I fully intend to publish it, and have several leads into the market.
The point of this post is that I just want to see if it's got too many problems to ever float.
The idea is this. D&D has a certain "implied setting", that being your quasi-medieval world of adventuring, rescuing beautiful dragons from ravening princesses, and saving the world. With swords and fireballs. D20 modern has its own flair with its implied setting, which needs no description. Star Wars d20, well, you get the idea.
This book provides a system of rules and roleplaying advice for a new implied setting. Serious d&d. Same old world with a serious twist, for more serious players.
If you don't like the idea, fine. It wouldn't be the first d20 book that went unliked.
In a serious setting, adventurers don't just sling fireballs in the royal court and walk away with their heads high. Dragons don't fall to lucky 3rd-level adventurers (except maybe wyrmlings), and wizards can't figure out what "level" they are by comparing their fireball ranges.
Fighting characters can customize their style with dozens of fighting feats, all designed to fit and balance together, instead of splayed across a hundred core and d20 books.
Magic-users can choose from many variants, whether your standard memorize, fire-and-forget spells, or Mage(tm)-esque subjective wizards who alter reality with thoughts.
The system is designed to take all the mechanics worth taking and distill them into a lean, robust engine, upon which flavor is added by the players and DM (with suggestions from the developers), as opposed to forced flavor (such as all rangers using two-weapon fighting, to make a rough example).
Kind of like linux to windows, except with as much support for the old rules as possible.
Here's some crunchy stuff:
All classes get a bonus feat every even level. (This really works in playtest, it isn't so radical)
Most classes get a class-specific "special ability" every odd level. Those with spellcasting ability get them less often or not at all.
This way, every character gets something every single level.
Most classes' special abilities were re-written with the primary purpose of making them stand apart from other classes more, as well as ensure balance of utility and overall power both across the scale of levels and across the range of classes. Several characters share special abilities; for example, both Druids and Rangers can choose Favored Terrains. Every class can do at least one thing others can't.
All special abilites have a clear progression. Everything comes in larger, more meaningful "chunks". The rate of progession is constant, i.e. at an unchanging interval of levels.
The Cleric and Druid are re-designed to be less like weak, fighting wizards and more like Clerics and Druids. Clerics spell lists are built entirely from their domains (they get more at later levels, and virtually all of the domains have been at least tweaked). The concept of Greater Domain Powers allows high-level Clerics to be more unique, more focused to their domains.
Many spells were tweaked up and down, but on the whole they remain intact.
In playtest, the system has held up well in low and high levels (no chance to test middle levels yet). On the whole, it allows pc's more mechanical support; I won't say more options, because the inherent nature of D&D allows countless options, but the system supports more directly. Characters are slightly weaker at 1st-level than in 3e, but they grow significantly more powerful in very high levels, hopefully staving off the need for epic levels. As an epic-level DM, I know that whole thing just doesn't need to be touched in a serious game.
I'll post some examples, say what you will. I'm interested in criticism.
I'm not interested in flames or meaningless discouragement, of course, but honest remarks, compliments and (most certainly) complaints are welcome.
To anyone who's spent all the time to read this, thank you, and I hope you like some of the ideas presented.
- Kenjura