d20 System Innovation in 2005

MerricB said:
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).
Ah, thanks, I donl't have those books. I first met the concept in "Complete Adventurer", if I remember correctly. I like the concept of being able to cast spells when it's not your turn.

MerricB said:
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.
I'm still not sure whether I like this; reminds me of video games. But then again, that's not the topic ;). It's innovative for D&D.

###

DMG 2 introduced teamwork benefits like Companion Spirits to D&D, the latter offering a floating bonus to the team via a flavourful option. I'd be interested whether this came from Robin Laws, because I know the concept from HeroQuest.
 

log in or register to remove this ad

Tokens and Stunts in Iron Heroes. Although stunts are nothing new in RPGs (see Feng Shui), I do believe they are new in D20?
 

Turjan said:
I'm still not sure whether I like this; reminds me of video games. But then again, that's not the topic ;). It's innovative for D&D.

Conversely, it reminds me of legendary places like Stonehenge or the Great Pyramids, which are reputed to have inherent powers that can be tapped by those who know how. I guess it's a matter of one's influences - I've never been a big video/computer game player.
 

MerricB said:
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.

Don't they have something like this in Magic: The Gathering?
 

Turjan said:
DMG 2 introduced teamwork benefits like Companion Spirits to D&D, the latter offering a floating bonus to the team via a flavourful option. I'd be interested whether this came from Robin Laws, because I know the concept from HeroQuest.

Actually, Team Benefits were introduced in Heroes of Battle before DMG 2. The Companion Spirit, though, is an addition that was not in Heroes of Battle.
 

Substitution levels is one of the most significant recent innovations.

MerricB said:
Immediate: 2004 (XPH)

FWIW, Second World Sourcebook called these spontaneous actions when it came out.
 
Last edited:



MerricB said:
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!

What books have used this feature (substitution levels for organizations)? Only CoV?
 

VirgilCaine said:
Don't they have something like this in Magic: The Gathering?
They have a lot of stuff in Magic the Gathering. The closest thing to mindset spells I can think of would be enchantments that have one effect while in play, and can be sacrificed for some other effect (e.g. Fires of Yavimaya).
 

Remove ads

Top