d20 System Innovation in 2005

MerricB

Eternal Optimist
Supporter
G'day!

This seems to be a hot topic at present, so I thought it'd be interesting for people to describe what they saw as some innovations in D&D and the d20 System in 2005.

These can range from subtle innovations to the more noticiable. They can simply be a way of presenting information, or to a significant change in the mechanics.

I'm not looking so much for specifics, but for a general idea, and your impressions on whether the innovation was good or not.

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A couple of examples:

Mindset spells in Magic of Eberron - when prepared, they give a small bonus that is lost when the spell is finally cast. My view is that it's an interesting tweak, but problematic in both recordkeeping and balance-wise. I'm not that enthuastic about it.

The new Stat Block format in DMG2 (and other sources) - arranging the stats in blocks that relate to each other (first encounter; defensive info; offensive info; general info). A wonderful change, although it requires slightly more space on the page than before. The improved clarity more than makes up for this, IMO.

I'll add more when I have the time. However, as I'm out of touch with other d20 System books (and FR wizards books), anything else you can think of would be appreciated. :)

Cheers!
 

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I've only seen the Mindset ones in Races of Eberron and I relaly like it. Its been used a lot in the game and I think its is nicely orginal and balanced.

The biggest I think is True 20.
 

I'm going to say that Incarnum is innovative, just because it's a new way to do powers beyond the standard magic system - the first major one since psionics.

The new expanded prestige class format is another. Tons of info, plenty to give the DM a bit of a boost on how a PrC can be used.
 

Lets see.. 2005 (At my age things seem to clash together)

1. New stat block format: Clear this was well thought out and originated from experienced DMs. At first I thought I was going to hate it, until I used it in an actual game. It was instant success.

2. Paizo/Dungeon/Dragon: First with Shackled City, they tool the old idea of an AP and really turned into something noteworthy especially if you alone consider it against WotC's attempt at an AP. From there the next AP shows even more experience by using Dragon Mag to support it. These guys are not just repeating a successful move but learning from that success and taking a step forward.

3. Granted it is mine but just coming from my own users comments, NPC Designer is the first of its kind. We took NPC Generation from what JB delighted us for so many years and really crashed the roof.
 

I can't remember whether these came out in 2005 or earlier, but some of the innovations I've really liked are:

1. Substitution levels - a good way to customize classes without complicating the rules too much. Started with planar substitution levels in Planar Handbook and later expanded to racial substitution levels in the Races series and organizational substitution levels in Heroes of Valor.

2. New ways of tapping mystical power such as the warlock's invocations and Incarnum's soulmelds. Refreshing, flavorful, and easy to integrate into an existing campaign.

3. The skirmish mechanic - first introduced in the peregrine runner prestige class in Races of Stone and eventually had a new base class built around it (the scout) in Complete Adventurer. Makes the concept of a skirmisher much more viable.
 

FireLance said:
1. Substitution levels - a good way to customize classes without complicating the rules too much. Started with planar substitution levels in Planar Handbook and later expanded to racial substitution levels in the Races series and organizational substitution levels in Heroes of Valor.

Although Substitution levels were introduced in 2004, the latest innovation is their usage for Organisations (see Champions of Valor). Fascinating - it adds more ways to distinguish organisations than just prestige classes.

Cheers!
 

I don't recall if it was this year that WotC started it, but I'm really liking the new way they present Prestige Classes. They present a lot of information on the origin of the PrC's, how they fit into the world, info that characters would know about them, etc. This method of presenting Prestige Classes is a positive move away from the shotgun-blast nature of how they (or anyone, really) presented PrC's before.

Again, I think this may have first cropped up in late 2004 in Races of Destiny, but I noticed it in 2005 - the inclusion of generic or archetypal NPC stat blocks (city guards, court wizards, dwarven sergeants, etc.), and lists of groups in which these NPC types could be mixed and matched. I love this stuff a lot, and find them to be very convenient. Heroes of Battle is probably the best example of this. Enemies and Allies should have been filled with stuff like this (and I'm someone who really likes E&A!).
 

Bset innovation -- Monte Cook actually compiling, promoting, and selling a book featuring the work of other companies.

Outside of a couple of Mongoose efforts that were mainly in-house... this seems to be the first time a major publisher has used the OGL in this manner.

Imagine how the D&D brand would benefit if Wizards followed suit.
 

When did swift actions and immediate actions come up? It's a minor point, but a less wordy way to explain limited free actions, although at the expense of introducing more terms that have to be learnt. I'm still not sure whether that's elegant or clunky :D.
 

Turjan said:
When did swift actions and immediate actions come up? It's a minor point, but a less wordy way to explain limited free actions, although at the expense of introducing more terms that have to be learnt. I'm still not sure whether that's elegant or clunky :D.

Swift: 2003. (Miniature's Handbook)
Immediate: 2004 (XPH)

It's elegant. The innovation is not only coming up with the words, but then applying it to open up more design space. Swift and Immediate spells are fascinating. (There are spell concepts that only work if they can be cast as such).

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Sandstorm added the idea of touchstones in the normal world (not just the planes); this is part of "making locations matter". DMG2 then expanded on this with locations as treasure (with a gp cost!) I haven't used either in my campaign that effectively yet. It's somewhat of a minor innovation.

Fantastic Locations are Wizards trying to make the battlefield matter. I don't know if you've played on one of the maps in Fane of the Drow (or the Drow Outpost from Dragon magazine), but it's well worth the experience. My traditional games have been limited in PC mobility in actions - no doubt often due to the blank 30'x20' room the battles take place in (a relic of the old style...). The experience was quite diffferent when I ran part of Fane. Mike Mearls talked about this recently.

Compleat Encounters by Paizo have two innovations that I can see: tiles as part of an adventure to form the map; and miniatures included with the adventure. (I'd be more interested if I liked metals, but I'm sure there are people who love these).

Cheers!
 

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