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
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
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="I'm A Banana" data-source="post: 9751731" data-attributes="member: 2067"><p>OK! Point-by-point...</p><p></p><p></p><p>I'm in. Classes border on over-designed.</p><p></p><p>How might you work archetypes/subclasses in here?</p><p></p><p>Also, what's stopping you from going even further in reducing class size? Like, if we had 10 levels of play, but one class per tier. So, like, you'd be a Warrior from level 1-4 (maybe with "mundane, but powerful" features) and then you could take the Ranger or Paladin or Barbarian or Knight or whatever class from 5-10....</p><p></p><p></p><p>Eh. I think reacting to "problematic spells" is not a great foundation for design in and of itself. That said, I'm on board in principle with moving certain key features out of spell slots and into class features.</p><p></p><p>For instance, maybe it's OK to make Fireball into an Evoker feature and not a spell that every wizard casts? (that specific spell might be controversial, hahaha, but I like the general idea of exclusive magical features that don't rely on spell slots)</p><p></p><p></p><p>Sure. But, the specific design you're proposing leaves me a little cold.</p><p></p><p></p><p>On board, but this is a slightly bigger can of worms. Specifically, I'm curious as to how this healing is distinct from casting <em>healing word</em>. Is it just cosmetics (ie, you can do it without spending a spell slot, or you can do it and it doesn't "count" as magic)? </p><p></p><p></p><p></p><p></p><p>These are potentially a red flag for me. I don't want to have to spend more time and more effort on fights than I currently do. In fact, I already spend TOO MUCH time on combat. More decision points and more special effects won't make my D&D sessions any better, and, in fact, will drag them down more. </p><p></p><p>Some is OK, but even the weapon masteries in current D&D introduce a lot of complexity.</p><p></p><p>I want to run in the other direction, where D&D is not so much a game about fighting monsters as it is a game about dungeon-fantasy roleplaying in which sometimes you will fight monsters. </p><p></p><p></p><p>Nah, I don't need smaller niches for the rules to disappear within.</p><p></p><p></p><p>Crits are fun. Mechanics that limit them are "time to stop having fun, I guess."</p><p></p><p></p><p>I think this is a bigger discussion, because having a class feature that lets you know if you could take someone in a fight is not a social mechanic in my mind. </p><p></p><p></p><p>Seems reactionary, again. What do we actually want out of our HP system? </p><p></p><p></p><p>I think you're circling around some pretty good issues, though you're bogged down a little in reacting to the current design more than creating a vision of what this game could be.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9751731, member: 2067"] OK! Point-by-point... I'm in. Classes border on over-designed. How might you work archetypes/subclasses in here? Also, what's stopping you from going even further in reducing class size? Like, if we had 10 levels of play, but one class per tier. So, like, you'd be a Warrior from level 1-4 (maybe with "mundane, but powerful" features) and then you could take the Ranger or Paladin or Barbarian or Knight or whatever class from 5-10.... Eh. I think reacting to "problematic spells" is not a great foundation for design in and of itself. That said, I'm on board in principle with moving certain key features out of spell slots and into class features. For instance, maybe it's OK to make Fireball into an Evoker feature and not a spell that every wizard casts? (that specific spell might be controversial, hahaha, but I like the general idea of exclusive magical features that don't rely on spell slots) Sure. But, the specific design you're proposing leaves me a little cold. On board, but this is a slightly bigger can of worms. Specifically, I'm curious as to how this healing is distinct from casting [I]healing word[/I]. Is it just cosmetics (ie, you can do it without spending a spell slot, or you can do it and it doesn't "count" as magic)? These are potentially a red flag for me. I don't want to have to spend more time and more effort on fights than I currently do. In fact, I already spend TOO MUCH time on combat. More decision points and more special effects won't make my D&D sessions any better, and, in fact, will drag them down more. Some is OK, but even the weapon masteries in current D&D introduce a lot of complexity. I want to run in the other direction, where D&D is not so much a game about fighting monsters as it is a game about dungeon-fantasy roleplaying in which sometimes you will fight monsters. Nah, I don't need smaller niches for the rules to disappear within. Crits are fun. Mechanics that limit them are "time to stop having fun, I guess." I think this is a bigger discussion, because having a class feature that lets you know if you could take someone in a fight is not a social mechanic in my mind. Seems reactionary, again. What do we actually want out of our HP system? I think you're circling around some pretty good issues, though you're bogged down a little in reacting to the current design more than creating a vision of what this game could be. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
Top