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Do you need mechanical choices after 1st level to be D&D?
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<blockquote data-quote="TwoSix" data-source="post: 6707608" data-attributes="member: 205"><p>I have no problem with that. My strengths as a DM have always been NPC characterization, improvisation, and building interesting encounters. My weaknesses have always been maintaining campaign and plot continuity, and doing pre-game workups (I'm terminally lazy!). So I'm working on a game where I give myself lots of time to address my weaknesses in hopes of mitigating them. There's no overarching plot, the game is about a classic D&D trope of establishing your place in the world through exploration, looting, and building up connections with important people (or not-people). All of the major islands will be sketched out, and random generation tables will be in place for minor, random excursions. Since Vancian spellcasting isn't in the game, I'll be able to maintain some control of the character's abilities by judicious placement of powerful magic.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6707608, member: 205"] I have no problem with that. My strengths as a DM have always been NPC characterization, improvisation, and building interesting encounters. My weaknesses have always been maintaining campaign and plot continuity, and doing pre-game workups (I'm terminally lazy!). So I'm working on a game where I give myself lots of time to address my weaknesses in hopes of mitigating them. There's no overarching plot, the game is about a classic D&D trope of establishing your place in the world through exploration, looting, and building up connections with important people (or not-people). All of the major islands will be sketched out, and random generation tables will be in place for minor, random excursions. Since Vancian spellcasting isn't in the game, I'll be able to maintain some control of the character's abilities by judicious placement of powerful magic. [/QUOTE]
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Do you need mechanical choices after 1st level to be D&D?
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