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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="ashockney" data-source="post: 2991138" data-attributes="member: 1363"><p><strong>4ed recommendations</strong></p><p></p><p>To truly improve the core mechanics behind the game, and change the design with an eye towards improving gameplay and expanding the sweet spot for all of the "common man" gamists out there, I'd recommend the following:</p><p></p><p>All physics defying should be greatly increased in cost (higher levels), and reduced in effect (less duration, less confidence, less versatility).</p><p></p><p>All "information" gathering should become significantly less absolute and more on the 3.x developed method of: four levels of information that can be gained...(DC15, 20, 25, 35)</p><p></p><p>There should be very, very low (5% - 10% per campaign) chance of an instant character death effect in the game.</p><p></p><p>Rid the game of all absolutes.</p><p></p><p>In addition, to truly expand the sweet spot you need to:</p><p></p><p>Make all actions at all levels reserved to no more than two decisions and one die roll, period.</p><p></p><p>Combine "conditions" into levels of condition as demonstrated by each of the following categories that shape each combat action:</p><p>CONFIDENCE (MORALE+PREPAREDNESS)</p><p>READINESS (ABILITY+BELIEF)</p><p>AWARENESS (CONSCIOUS+SENSE)</p><p>CAPABILITY (OBSTACLE+ENGAGEMENT)</p><p>ADVANTAGE (ENVIRONMENT+SUPPORT)</p><p>TACTICS (MOVEMENT+ACTION)</p><p>TALENT (EQUIPMENT+SKILL)</p><p></p><p>Everything in the game can be rolled up into things that simply shift these 7 categories up or down that scale, and that ultimately would determine the outcome of each tactical decision (along with some random component). This may be hard to understand without further explanation, but if you've ever played high level gaming, you will appreciate and understand that building a game where all skills, abilities, actions, environments, spells, feats, talents, all relate to one of 35 to 70 very specific conditions, and very clearly how they interact with each other is far superior to what we have today.</p><p></p><p>Doing these two things would solve all the problems of the existing high level game and make the sweet spot capable of growing to 20th level (easily) and possibily well beyond.</p><p></p><p>It will also take a complete fundamental re-write/overhaul of the entire engine that runs the game.</p><p></p><p>While you're in there tinkering, if I might add, I'd throw in one more pretty critical recommendation. I think the focus of the game (particularly at higher levels) would be FAR better served limiting the amount "combat" cookies you get, and supplementing them instead with what I'll call "legacy" cookies. What makes a character immortal in this fantastic game we play? The lengths by which their accomplishments can be measured. There is no means (perhaps beyond gold pieces acquired), to measure such deeds today, outside of combat. As anyone who has been a manager knows, having the resources, and doing something worthwhile with them is half the challenge, and so it should be for these characters. An entire game-subsystem could and should be developed around wealth, property, resources, knowledge, technological advancement, reputation, influence, allies, followers, strongholds, and kingdoms. Think Settlers of Catan, Age of Empires, etc.</p><p></p><p>Now we're talking about a complete different "range" both in time and in "class levels" for a sweet spot to this fine brand.</p></blockquote><p></p>
[QUOTE="ashockney, post: 2991138, member: 1363"] [b]4ed recommendations[/b] To truly improve the core mechanics behind the game, and change the design with an eye towards improving gameplay and expanding the sweet spot for all of the "common man" gamists out there, I'd recommend the following: All physics defying should be greatly increased in cost (higher levels), and reduced in effect (less duration, less confidence, less versatility). All "information" gathering should become significantly less absolute and more on the 3.x developed method of: four levels of information that can be gained...(DC15, 20, 25, 35) There should be very, very low (5% - 10% per campaign) chance of an instant character death effect in the game. Rid the game of all absolutes. In addition, to truly expand the sweet spot you need to: Make all actions at all levels reserved to no more than two decisions and one die roll, period. Combine "conditions" into levels of condition as demonstrated by each of the following categories that shape each combat action: CONFIDENCE (MORALE+PREPAREDNESS) READINESS (ABILITY+BELIEF) AWARENESS (CONSCIOUS+SENSE) CAPABILITY (OBSTACLE+ENGAGEMENT) ADVANTAGE (ENVIRONMENT+SUPPORT) TACTICS (MOVEMENT+ACTION) TALENT (EQUIPMENT+SKILL) Everything in the game can be rolled up into things that simply shift these 7 categories up or down that scale, and that ultimately would determine the outcome of each tactical decision (along with some random component). This may be hard to understand without further explanation, but if you've ever played high level gaming, you will appreciate and understand that building a game where all skills, abilities, actions, environments, spells, feats, talents, all relate to one of 35 to 70 very specific conditions, and very clearly how they interact with each other is far superior to what we have today. Doing these two things would solve all the problems of the existing high level game and make the sweet spot capable of growing to 20th level (easily) and possibily well beyond. It will also take a complete fundamental re-write/overhaul of the entire engine that runs the game. While you're in there tinkering, if I might add, I'd throw in one more pretty critical recommendation. I think the focus of the game (particularly at higher levels) would be FAR better served limiting the amount "combat" cookies you get, and supplementing them instead with what I'll call "legacy" cookies. What makes a character immortal in this fantastic game we play? The lengths by which their accomplishments can be measured. There is no means (perhaps beyond gold pieces acquired), to measure such deeds today, outside of combat. As anyone who has been a manager knows, having the resources, and doing something worthwhile with them is half the challenge, and so it should be for these characters. An entire game-subsystem could and should be developed around wealth, property, resources, knowledge, technological advancement, reputation, influence, allies, followers, strongholds, and kingdoms. Think Settlers of Catan, Age of Empires, etc. Now we're talking about a complete different "range" both in time and in "class levels" for a sweet spot to this fine brand. [/QUOTE]
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