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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Lanefan" data-source="post: 7791739" data-attributes="member: 29398"><p>[USER=12377]@77IM[/USER] - you were going great through your first 5 points (see post 128), though for <strong>point 5</strong> a case might also be made to just ditch Inspiration entirely.</p><p></p><p><em>Compatibility: as you note above, except ditching Inspiration would require removing anything that refers to or relies on its existence...which isn't much.</em></p><p></p><p>For <strong>point 6</strong>: I would include magic item pricing in the DMG, along with a note to DMs</p><ul> <li data-xf-list-type="ul">the list is optional</li> <li data-xf-list-type="ul">the list is just a guideline and a DM is free to change pricing as she likes</li> <li data-xf-list-type="ul">it's the DM's choice whether or not to allow players access to the list</li> </ul><p></p><p><em>Compatibility: full, it's an add-on</em></p><p><em></em></p><p>For <strong>point 7</strong>: having monster xp already listed does save the DM some time...but I'd rather see it be more granularly done, rather than always rounded to the nearest 100, and that the formula for calculating xp be provided in the DMG so DMs can a) accurately work out xp for their own homebrew monsters and b) tweak said formula if they so desire. (corollary: obviously the expectation would be that the xp amounts given for monsters in modules follow the same formula)</p><p></p><p>For various reasons I'd want to keep xp as the primary means of advancement, with milestone or ad-hoc advancement mentioned only as a non-supported option.</p><p></p><p><em>Compatibility: full.</em></p><p></p><p>For <strong>point 8</strong>: No. Just no.</p><p></p><p>And in your post you even hit the reason why - you mention rolling as being "awful game design"; but the question then arises as to whether the focus should be on just designing a game for its own sake (which was the tack taken by 4e; at least they were up-front about it) or on also helping to design a realistic and believable setting - because in the reality of any form of life the things reflected by the ability scores are rather random.</p><p></p><p>There's also an even more basic design question ahead of all that: within the game, how much of a role should sheer luck play? The very fact that the game mechanics are largely based on dice rolls tells me that luck is intended to be, if not front-and-centre, certainly a very important element.</p><p></p><p><em>Compatibility: almost full; though as a corollary effect I'd want to slow down (and somewhat randomize) ASIs - you choose which stat(s) are going to advance but it's uncertain when or how often that advancement will occur; done via cumulative dice rolls toward a target (see 1e Cavalier stat increments as an example).</em></p><p></p><p>For <strong>point 9</strong>: I've yet to be sold on any skill system beyond some very basics, and not at all on "social" skills, thus I'm neutral here.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7791739, member: 29398"] [USER=12377]@77IM[/USER] - you were going great through your first 5 points (see post 128), though for [B]point 5[/B] a case might also be made to just ditch Inspiration entirely. [I]Compatibility: as you note above, except ditching Inspiration would require removing anything that refers to or relies on its existence...which isn't much.[/I] For [B]point 6[/B]: I would include magic item pricing in the DMG, along with a note to DMs [LIST] [*]the list is optional [*]the list is just a guideline and a DM is free to change pricing as she likes [*]it's the DM's choice whether or not to allow players access to the list [/LIST] [I]Compatibility: full, it's an add-on [/I] For [B]point 7[/B]: having monster xp already listed does save the DM some time...but I'd rather see it be more granularly done, rather than always rounded to the nearest 100, and that the formula for calculating xp be provided in the DMG so DMs can a) accurately work out xp for their own homebrew monsters and b) tweak said formula if they so desire. (corollary: obviously the expectation would be that the xp amounts given for monsters in modules follow the same formula) For various reasons I'd want to keep xp as the primary means of advancement, with milestone or ad-hoc advancement mentioned only as a non-supported option. [I]Compatibility: full.[/I] For [B]point 8[/B]: No. Just no. And in your post you even hit the reason why - you mention rolling as being "awful game design"; but the question then arises as to whether the focus should be on just designing a game for its own sake (which was the tack taken by 4e; at least they were up-front about it) or on also helping to design a realistic and believable setting - because in the reality of any form of life the things reflected by the ability scores are rather random. There's also an even more basic design question ahead of all that: within the game, how much of a role should sheer luck play? The very fact that the game mechanics are largely based on dice rolls tells me that luck is intended to be, if not front-and-centre, certainly a very important element. [I]Compatibility: almost full; though as a corollary effect I'd want to slow down (and somewhat randomize) ASIs - you choose which stat(s) are going to advance but it's uncertain when or how often that advancement will occur; done via cumulative dice rolls toward a target (see 1e Cavalier stat increments as an example).[/I] For [B]point 9[/B]: I've yet to be sold on any skill system beyond some very basics, and not at all on "social" skills, thus I'm neutral here. [/QUOTE]
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