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="Steampunkette" data-source="post: 9753738" data-attributes="member: 6796468"><p>So... further thoughts.</p><p></p><p><strong>1) Crits as Maxed Damage Values</strong></p><p>When you crit, you max out the damage of your attack, then roll it a second time and add that on top. This ensures that crits are meaningful and strong. No more rolling minimum damage on a critical hit. It also makes sacrificing gear to be a much more important choice, since you can negate some of the damage. I figure NPCs must always take the maxed out damage value, and players must always take the rolled portion of the crit. Just so that even if someone negates a player crit it's still a solid hit, and if a player negates a crit it's much more valuable.</p><p><strong></strong></p><p><strong>2) LaserLlama's Primal Surges</strong></p><p>Sincerely top shelf game design. The concept is sound, but the mechanics are going to need some tweaking. The utility of Wild Shape is overall much higher than the other options, so they all need a light revamp to bring them into line. Things like having Elemental Eruption persist for several turns as an obstacle in the environment, or allowing the druid to put their Verdant Growth onto an enemy, keeping them perpetually trapped in difficult terrain that moves with them.</p><p></p><p><strong>3) Variable Rests as Core</strong></p><p>I mentioned it upthread, but it deserves expanding on that long rests and the like should probably depend on the situation and story. Yeah, it's easy to say a Long Rest is always 8 hours but then you get into the 5 minute adventuring 'day' with people taking long rests after every encounter, so the system has to be adapted that 'oh, but you can only get one long rest in each 24 hours!' to account for it and on and on and on... And then some stories are -meant- to be fast paced. If I'm running a dungeon delve that's big and dangerous I don't wanna have to deal with the players taking 8 hours of long rests and hour long short rests. Give them a breather to recover for Shorts and an hour at most for Long Rests. And then there's the grueling overland travel, or characters recovering from Fatigue or Exhaustion or whatever. Give them the Frodo Treatment where their long rest was a week in Rivendell while the rest of the party fretted over their survival. That stuff is dramatic and interesting!</p><p></p><p><strong>4) Streamlined Encounter Design</strong></p><p>With classes getting fewer spell slots for combat use, and other spells shifted into noncombat functionality, running Wizard NPCs is gonna be a lot easier... But also NPC action options can also be streamlined by using things like general combat maneuver rules like A5e does. Slap a "Combat Maneuver DC" onto a Hobgoblin Warrior and it's grapple is now just a Strength Save rather than opposed rolls and stuff. Tadaaaaah. Same thing for Disarming a creature of a weapon, or tripping them, or whatever.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9753738, member: 6796468"] So... further thoughts. [B]1) Crits as Maxed Damage Values[/B] When you crit, you max out the damage of your attack, then roll it a second time and add that on top. This ensures that crits are meaningful and strong. No more rolling minimum damage on a critical hit. It also makes sacrificing gear to be a much more important choice, since you can negate some of the damage. I figure NPCs must always take the maxed out damage value, and players must always take the rolled portion of the crit. Just so that even if someone negates a player crit it's still a solid hit, and if a player negates a crit it's much more valuable. [B] 2) LaserLlama's Primal Surges[/B] Sincerely top shelf game design. The concept is sound, but the mechanics are going to need some tweaking. The utility of Wild Shape is overall much higher than the other options, so they all need a light revamp to bring them into line. Things like having Elemental Eruption persist for several turns as an obstacle in the environment, or allowing the druid to put their Verdant Growth onto an enemy, keeping them perpetually trapped in difficult terrain that moves with them. [B]3) Variable Rests as Core[/B] I mentioned it upthread, but it deserves expanding on that long rests and the like should probably depend on the situation and story. Yeah, it's easy to say a Long Rest is always 8 hours but then you get into the 5 minute adventuring 'day' with people taking long rests after every encounter, so the system has to be adapted that 'oh, but you can only get one long rest in each 24 hours!' to account for it and on and on and on... And then some stories are -meant- to be fast paced. If I'm running a dungeon delve that's big and dangerous I don't wanna have to deal with the players taking 8 hours of long rests and hour long short rests. Give them a breather to recover for Shorts and an hour at most for Long Rests. And then there's the grueling overland travel, or characters recovering from Fatigue or Exhaustion or whatever. Give them the Frodo Treatment where their long rest was a week in Rivendell while the rest of the party fretted over their survival. That stuff is dramatic and interesting! [B]4) Streamlined Encounter Design[/B] With classes getting fewer spell slots for combat use, and other spells shifted into noncombat functionality, running Wizard NPCs is gonna be a lot easier... But also NPC action options can also be streamlined by using things like general combat maneuver rules like A5e does. Slap a "Combat Maneuver DC" onto a Hobgoblin Warrior and it's grapple is now just a Strength Save rather than opposed rolls and stuff. Tadaaaaah. Same thing for Disarming a creature of a weapon, or tripping them, or whatever. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
Top