Aeolius
Adventurer
Options and Complexity Dials? I'm in.
Complexity Dials
From HERE we are given this graph:
Which was later expounded upon HERE :
“Setting aside mechanics, I think you can boil D&D down to three basic activities: exploration, roleplay, and combat. Personal tastes vary as to which of the three is the most important, but I think most groups dabble in all three... From a design perspective, I think that you need to design a game that accommodates all three activities in an easy, intuitive manner. The rule set should provide at least basic support, with opt-in complexity or expansion in specific directions for groups that prefer one over the other. That concept is the root of the diagram I showed off two weeks ago.”
I explored the idea of the “complexity dial” over HERE . In short, if implemented in an intuitive manner, one could use the dials to make a game that was combat-light (no minis, init/to hit/dmg only) and role-play heavy, or dial up combat for a night of dungeoncrawling.
Books
You could even retool the monster books by challenge rating; MM1 for levels 1-5, MM2 for levels 6-10, MM3 for levels 11-15 and so on. If you wish to begin your campaign at a higher level, you could always opt for My Monster Manual , where you could create a book that was either fluff-heavy or statblock-rich.
DMGs could incorporate more specific adventure styles; DMG21containing the essence of Dungeonscape, DMG2 containing Cityscape, and so on. Players Handbooks would incorporate more complexities, throughout the series, and perhaps add alternate magic systems as well (psionics, Incarnum, Tome of Magic, and the like).
Then, I would break with tradition and release a World Builder’s Guide. This book would not only encourage DMs to build their own settings, but to do so in a manner that is consistent and structured. A sample campaign setting, the World of Greyhawk, would be introduced in the book, as well as bits from past environmental supplements. Further campaign settings would be released at later dates, using the format set forth in the WBG.
Online Play
A bit like the complexity dial, the degree of technology present in the future incarnation of D&D should be a matter of preference. Self-confessed luddites could continue to play face-to-face tabletop games with no electronic assistance, while though who prefer chat-based, play-by-post, or VTT games would have their mediums of choice presented clearly in a chapter of the DMG devoted to gaming online.
Striking a happy medium, one could keep track of one’s character sheet via a Player app which would change dynamically as the game progressed. The DM could roll physical dice and enter the results, or simply let the DM app handle all the numbers. Ideally, one could run a face-to-face game while including videoconferencing/telepresence options for players who are unable to attend.
A proper D&D Virtual Tabletop (Mac OS/Windows/iOS), which would be play-tested and ready before the new ruleset was released, so that it’s use could be mentioned in the rulebooks. Playing online should be an integrated option from the beginning, not an afterthought.
All rulebooks would be available for purchase in EPUB3 format, incorporating video, audio, and interactive charts.
Miniatures
For use with Virtual Tabletops, players and DM’s alike could access free design apps like DAZ Studio or perhaps a custom version of a design application with a limited and intuitive feature set. WotC could sell various sanctioned models of core races, monsters, equipment, and so on.
With the advent of 3D printers. one could send your custom character design to WotC, who would then mold the model and ship it to your address.
Complexity Dials
From HERE we are given this graph:
![ll_20110614_2.jpg](http://www.wizards.com/dnd/images/ll_20110614_2.jpg)
Which was later expounded upon HERE :
“Setting aside mechanics, I think you can boil D&D down to three basic activities: exploration, roleplay, and combat. Personal tastes vary as to which of the three is the most important, but I think most groups dabble in all three... From a design perspective, I think that you need to design a game that accommodates all three activities in an easy, intuitive manner. The rule set should provide at least basic support, with opt-in complexity or expansion in specific directions for groups that prefer one over the other. That concept is the root of the diagram I showed off two weeks ago.”
I explored the idea of the “complexity dial” over HERE . In short, if implemented in an intuitive manner, one could use the dials to make a game that was combat-light (no minis, init/to hit/dmg only) and role-play heavy, or dial up combat for a night of dungeoncrawling.
Books
You could even retool the monster books by challenge rating; MM1 for levels 1-5, MM2 for levels 6-10, MM3 for levels 11-15 and so on. If you wish to begin your campaign at a higher level, you could always opt for My Monster Manual , where you could create a book that was either fluff-heavy or statblock-rich.
DMGs could incorporate more specific adventure styles; DMG21containing the essence of Dungeonscape, DMG2 containing Cityscape, and so on. Players Handbooks would incorporate more complexities, throughout the series, and perhaps add alternate magic systems as well (psionics, Incarnum, Tome of Magic, and the like).
Then, I would break with tradition and release a World Builder’s Guide. This book would not only encourage DMs to build their own settings, but to do so in a manner that is consistent and structured. A sample campaign setting, the World of Greyhawk, would be introduced in the book, as well as bits from past environmental supplements. Further campaign settings would be released at later dates, using the format set forth in the WBG.
Online Play
A bit like the complexity dial, the degree of technology present in the future incarnation of D&D should be a matter of preference. Self-confessed luddites could continue to play face-to-face tabletop games with no electronic assistance, while though who prefer chat-based, play-by-post, or VTT games would have their mediums of choice presented clearly in a chapter of the DMG devoted to gaming online.
Striking a happy medium, one could keep track of one’s character sheet via a Player app which would change dynamically as the game progressed. The DM could roll physical dice and enter the results, or simply let the DM app handle all the numbers. Ideally, one could run a face-to-face game while including videoconferencing/telepresence options for players who are unable to attend.
A proper D&D Virtual Tabletop (Mac OS/Windows/iOS), which would be play-tested and ready before the new ruleset was released, so that it’s use could be mentioned in the rulebooks. Playing online should be an integrated option from the beginning, not an afterthought.
All rulebooks would be available for purchase in EPUB3 format, incorporating video, audio, and interactive charts.
Miniatures
For use with Virtual Tabletops, players and DM’s alike could access free design apps like DAZ Studio or perhaps a custom version of a design application with a limited and intuitive feature set. WotC could sell various sanctioned models of core races, monsters, equipment, and so on.
With the advent of 3D printers. one could send your custom character design to WotC, who would then mold the model and ship it to your address.