This is really the crux, to what level of Verisimilitude should be the default? should the game be totally simulationist and provide rules for every little bit of the world?
Should it be totally naritivist and the rules dont interact with the naritive?
Probably somewhere in the middle. There should probably some some internal consistancy but the ruels shouldnt spell out the world in all it's little details.
I'm not talking about trying to represent *Everything* in the world. I just don't want the things that are represented to be balanced by "Because of Game Balance" without regard to how that fits verisimilitude.
It is all in 4E and should be transferred into the new edition.
As for more Dynamic Combat: 4e isn't dynamic enough. It's basically, "move and use one of your 9-12 powers": Which is an improvement for martial characters, a reduction for casters, but I really dislike the way it was implemented; and well, it's not what I want out of 5e. The Idea behind it would be good to transfer: "Everyone should have a decent number of viable options they can use on a given turn."
The PCs will face these conditions more often, because they fight in every encounter. Whereas the opponents only face these conditions in one encounter, namely the one the PCs win. I do not think that sitting at the table doing nothing for hours because my PC is paralyzed and the spellcaster ran out of anti-paralyze-spells is a fun thing.
Monsters don't have to follow the same Rules as PCs. Just because your typical PC has several win button abilities, doesn't mean every monster should have them.
I do not think this will work. And why should somebody who tinkers with a lot of things every level be just as good as somebody who concentrates on one thing only?
Because having a 20th level character who has a ton of completely useless 1st level abilities that never come up, worthless Spell DCs, and is about as powerful as a level 12 character (who can last a bit longer before he's out of spells) Is far too weak.
I do not agree with this at all. I think that a 20th level character should not be challenged by 20 first level opponents on a mechanical level but instead on a narrative level by the fact that he has to decide how to use that power responsibly (or irresponsibly) when dealing with people much less powerful. That is the roleplaying experience. Mechanically he should be challenged by creatures of great power, because that is where the epic story is.
You could increase the total number of levels to please both of us. I dont care for the power gap where you can singlehandedly slaughter armies. You do. Instead of 20 or 30 levels, you can make each tier bigger, and have say, a total of 90 levels.
And in the case of speed, you could also easily allow for people to gain 2-3 levels at a time each time they level, in which case you get to godslaying in the same amount of time it takes now.
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Fire Sets things on Fire, etc.
This is best left to DM rulings at the table.
Trying to encode this into the official rules as anything more than a list of helpful suggestions will significantly increase their complexity of the system. Which means significantly slowing down play.
So instead of being completely silent on the issue, make the list of helpful suggestions and give the GM some leeway. I dont want to be told by a player that a fireball can't catch a bunch of papers on fire, or told as a player that I can't use cold spells to freeze water because it's not spelled out in detail in the rules. Give the GM some leeway with it and make the suggestion that they use their best judgment.
What about "x spells per day per level" for casters, ie Vancian magic?
I'm not especially attached to it, but it doesn't offend me in the way that being told you can only chop a watermelon with a knife once a day.
This is all cool stuff... but the more you rely on explicit rules to handle these situations --as opposed to handling them abstractly and/or with on-the-spot rulings-- the more cumbersome the system becomes.
Meaning it will play slower.
Well, I either feel the need for more options, or mechanics expansive enough to support "doing something cool on the fly". The abstractions aren't satisfying, and the 'rules on the fly' are often met with being told its not mechanically supported. "You cant end a turn on another creature" etc. Or its treated as just refluffing a basic attack, even where that doesn't make sense.
This would be great -- just don't include a universal framework for "building" monsters a la 3e.
Absolutely. Give us a shortcut to build them, but don't make them personality-less "here's something to kill" all the time.
I'm all for lasting ill effects. But I'm against any implementation of buffs/debuffs that has you recalculating on the fly during combat, or has you playing the bonus stacking game. It's too time consuming.
-2Str means -1 to Hit, -1 Damage, -1 to Strength based skills, and lowered carrying capacity. I could easily see ditching the carrying capacity, and just spell out what they lose instead of just the attribute.
The part that really went away from this in 4e, is you can't kill a creature by attacking its attributes anymore. And I want more ways to skin an orc than through his hitpoints.
Like other people said, option paralysis is a bad thing. And the more explicit mechanical options you have, the greater the tendency to view everything occurring in-game through the lens of the rules, ie for some people, the options themselves break immersion.
I imagine that would be a matter of writing style. D&D doesn't give GM's alot of wiggle room in judgment without houserules.
The rules can't evaluate the specifics of a situation. Only the DM can. Which means "rulings not rules".
Yes. but also, dont have the rules get in the way of rulings that make sense.
Savage Worlds kinda does this... it's a nice approach, but I wonder if it's too different from traditional D&D. You can certainly flatten the power scale, to something closer to AD&D than 3e.
Or make the level chart bigger, so you can do the 3 tier thing by going to 60, or even 90, or you can say; go to 20 or 30 and its more the AD&D thing.
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Why does this not fit your narrative approach. In books, comics, games and classic dnd, a raging barbarian is always winded or tired afterwards.
Why is a per encounter until adequate rest limitation not suitable? Either that or a reduction into the overall power of Rage.
I dont think x/encounter is a good way to model fatigue afterward, because it affects nothing but his ability to rage again.
If it was instead: After Raging, you suffer a -5 to all actions until you sit down and rest for 10 minutes, or something like that. For scaling, you can increase the duration of rage, increase the bonuses, reduce the following penalties, or reduce the amount of rest needed, to represent "GEtting better at handling this."
Or to simplify: As
Ahnehnois mentioned: use hte fatigue and exhaustion mechanics.
If you want the campaign to involve stomping through hell and fighting demondragons and killing Asmodeus, then fine.
If you want to make a full campaign out of the bottom tier, then you have mechanics to support it.