Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Basic D&D rides again!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 1252807" data-attributes="member: 2209"><p>I've often thought about writing up a lite version of the full rules to be an intro set. The srd is very nice, but it is huge and unwieldy. My thoughts were:</p><p></p><p>Only three races, elves, dwarves, humans.</p><p></p><p>Only three classes, fighter, rogue, sorcerer.</p><p></p><p>Don't offer multiclassing.</p><p></p><p>This provides nine character options and the classes are fairly customizable with feat and spell choices. It also covers fighting, spellcasting, and indiana jones adventuring D&D character niches.</p><p></p><p>Cut down the spell list to maybe five to ten straightforward spells per level.</p><p></p><p>Don't offer item creation feats.</p><p></p><p>Only provide a certain number of monsters so it is not overwhelming.</p><p></p><p>Healing would have to come from resting and potions you bought at a potion shop. The other options would be allowing cure spells on the sorcerer list but that makes it in conflict with core rules, or to allow clerics, which are very D&D but not as necessary for a fantasy RPG experience.</p><p></p><p>I've debated whether to keep class vs. cross-class skills or to make everything class skills, probably keep the class skills if it is to work as a compatible intro system. I also debated not including skills at all and give rogues a class ability to detect and disarm traps, open locks, climb, etc. as if they had maxed out their skill selection in these skills. To keep it completely compatible probably best to have full skill rules.</p><p></p><p>Probably keep combat exactly the same, but maybe not include all the combat options (sundering might go, tripping, bull rushing).</p><p></p><p>Maybe simplify xp to advance a level every four games.</p><p></p><p>Probably not include alignment</p><p></p><p>The idea is to provide functional mechanics but not bury the new player in a blizzard of options and variations while they learn the basic mechanics. It should still have the same fantasy dungeon crawl feel though, it should be a playable game, not just a primer. They should still be able to kill things, take their stuff and wander about a neat, evocative fantasy world.</p><p></p><p>The skills and intricacies of combat options (especially AoO) would probably be the most complex aspects of the system.</p><p></p><p>Of course this has not progressed beyond the thinking stage.</p></blockquote><p></p>
[QUOTE="Voadam, post: 1252807, member: 2209"] I've often thought about writing up a lite version of the full rules to be an intro set. The srd is very nice, but it is huge and unwieldy. My thoughts were: Only three races, elves, dwarves, humans. Only three classes, fighter, rogue, sorcerer. Don't offer multiclassing. This provides nine character options and the classes are fairly customizable with feat and spell choices. It also covers fighting, spellcasting, and indiana jones adventuring D&D character niches. Cut down the spell list to maybe five to ten straightforward spells per level. Don't offer item creation feats. Only provide a certain number of monsters so it is not overwhelming. Healing would have to come from resting and potions you bought at a potion shop. The other options would be allowing cure spells on the sorcerer list but that makes it in conflict with core rules, or to allow clerics, which are very D&D but not as necessary for a fantasy RPG experience. I've debated whether to keep class vs. cross-class skills or to make everything class skills, probably keep the class skills if it is to work as a compatible intro system. I also debated not including skills at all and give rogues a class ability to detect and disarm traps, open locks, climb, etc. as if they had maxed out their skill selection in these skills. To keep it completely compatible probably best to have full skill rules. Probably keep combat exactly the same, but maybe not include all the combat options (sundering might go, tripping, bull rushing). Maybe simplify xp to advance a level every four games. Probably not include alignment The idea is to provide functional mechanics but not bury the new player in a blizzard of options and variations while they learn the basic mechanics. It should still have the same fantasy dungeon crawl feel though, it should be a playable game, not just a primer. They should still be able to kill things, take their stuff and wander about a neat, evocative fantasy world. The skills and intricacies of combat options (especially AoO) would probably be the most complex aspects of the system. Of course this has not progressed beyond the thinking stage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Basic D&D rides again!
Top