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D&D 6th edition - What do you want to see?
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<blockquote data-quote="GrahamWills" data-source="post: 7792738" data-attributes="member: 75787"><p>Well, icon relationships have a fair amount of mechanical support and there are the usual D&D like skills such as Trap Sense and Thievery for the Rogue. There's also a range of mechanical effects like Swashbuckling that have mechanical parts, but require the GM to adjudicate; Wizards have the usual D&D sets of cantrips which are pretty much non-combat, and so on. Outside of core rules, the druid is probably the most mechanically complex in non-combat skills, allowing "scouting form" animal form and a fair number of terrain effects.</p><p></p><p>But overall, D&D is a game where the mechanics have always been about killing things and getting their loot, and the non-combat part has been mostly mechanics-free. 13th Age definitely sticks to that formula, adding more options for free-form non-combat and defining mechanics mostly for combat.</p><p></p><p>I don't think it would help D&D to move away from that; that's the space it owns and is defined by. Any variations from the D&D formula tend to get punished by the market</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7792738, member: 75787"] Well, icon relationships have a fair amount of mechanical support and there are the usual D&D like skills such as Trap Sense and Thievery for the Rogue. There's also a range of mechanical effects like Swashbuckling that have mechanical parts, but require the GM to adjudicate; Wizards have the usual D&D sets of cantrips which are pretty much non-combat, and so on. Outside of core rules, the druid is probably the most mechanically complex in non-combat skills, allowing "scouting form" animal form and a fair number of terrain effects. But overall, D&D is a game where the mechanics have always been about killing things and getting their loot, and the non-combat part has been mostly mechanics-free. 13th Age definitely sticks to that formula, adding more options for free-form non-combat and defining mechanics mostly for combat. I don't think it would help D&D to move away from that; that's the space it owns and is defined by. Any variations from the D&D formula tend to get punished by the market [/QUOTE]
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D&D 6th edition - What do you want to see?
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