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="doctorbadwolf" data-source="post: 9755128" data-attributes="member: 6704184"><p><strong>Eh, fine. I’d go with either 9 or 12, myself. </strong></p><p></p><p><strong>A lot of this I dislike or would have to test, but I am 10000000% behind making utility magic more ritual oriented. Preferably by making anything that isn’t a flashy immediate effect into a skill use, whether it uses a spell slot or not. </strong></p><p><strong>I don’t like how restricted the spell list would be judging by your description here, and would rather see magic pushed into much broader design with risks and costs and such, based on skills and the use of components and focus objects and ritual implements, with ritual magic having requirements for advanced stuff where you need eg a base, a catalyst, a power source, a focus, and a circle or container, and then each spell school is a skill with description of what types of effects it can do. </strong></p><p></p><p><strong>Absolutely. </strong></p><p></p><p><strong>Different name? Please? If not I will live but I have never hated a D&D class Name half as much as I hate that one. </strong></p><p></p><p><strong>Definitely not. This is one thing that turns me off Level Up. Combat Skills, sure. Broader use of maneuvers than 5e, definitely. But bloody well let me play without using maneuvers when I want to. </strong></p><p>Let there be classes and subclasses that don’t rely on them. </p><p></p><p>Now if you want all classes to have tiers spell slots or maneuver dice, fine. Just give basic uses of both that aren’t more complex than “add the die to damage of an attack”, “add the die to your defense”, “add the spell die to your concentration check” etc. </p><p></p><p>Or, make every martial work like the monk with focus and 2-4 Focus Features for each class, and have optional Techniques you can learn that cost focus. </p><p></p><p><strong>Yeah sure. Make magic weird. </strong></p><p></p><p><strong>I’d steal from Daggerheart. Having a track for every piece of equipment sounds tiring and not fun. </strong></p><p></p><p><strong>We can dream</strong></p><p></p><p><strong>I’d go further and have HP scale so little that a lucky goblin can wound a high level fighter. </strong></p><p></p><p>A lot of it isn’t to my preference, for sure. Also it’s hard to address since all the meat is in quotes and thus doesn’t get carried over when I quote you…</p><p></p><p>But I’d definitely be down to playtest such a game and give it a shot.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9755128, member: 6704184"] [B]Eh, fine. I’d go with either 9 or 12, myself. [/B] [B]A lot of this I dislike or would have to test, but I am 10000000% behind making utility magic more ritual oriented. Preferably by making anything that isn’t a flashy immediate effect into a skill use, whether it uses a spell slot or not. I don’t like how restricted the spell list would be judging by your description here, and would rather see magic pushed into much broader design with risks and costs and such, based on skills and the use of components and focus objects and ritual implements, with ritual magic having requirements for advanced stuff where you need eg a base, a catalyst, a power source, a focus, and a circle or container, and then each spell school is a skill with description of what types of effects it can do. [/B] [B]Absolutely. [/B] [B]Different name? Please? If not I will live but I have never hated a D&D class Name half as much as I hate that one. [/B] [B]Definitely not. This is one thing that turns me off Level Up. Combat Skills, sure. Broader use of maneuvers than 5e, definitely. But bloody well let me play without using maneuvers when I want to. [/B] Let there be classes and subclasses that don’t rely on them. Now if you want all classes to have tiers spell slots or maneuver dice, fine. Just give basic uses of both that aren’t more complex than “add the die to damage of an attack”, “add the die to your defense”, “add the spell die to your concentration check” etc. Or, make every martial work like the monk with focus and 2-4 Focus Features for each class, and have optional Techniques you can learn that cost focus. [B]Yeah sure. Make magic weird. [/B] [B]I’d steal from Daggerheart. Having a track for every piece of equipment sounds tiring and not fun. [/B] [B]We can dream[/B] [B]I’d go further and have HP scale so little that a lucky goblin can wound a high level fighter. [/B] A lot of it isn’t to my preference, for sure. Also it’s hard to address since all the meat is in quotes and thus doesn’t get carried over when I quote you… But I’d definitely be down to playtest such a game and give it a shot. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D 6e ala Steampunkette: Structural thoughts
Top