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Downsizing what I play with
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<blockquote data-quote="Mercurius" data-source="post: 5743189" data-attributes="member: 59082"><p>I like Plane Sailing's approach of giving options based upon the campaign world. Actually, I like how Talislanta combined race, culture and class into an archetype and gave hundreds of options. Now in D&D we don't have to do that, but if the player picks his or her race and class, you can further customize it by offering different cultural packets and/or perks based upon their individual biography.</p><p></p><p>I've always wished that the D&D rules would give more guidelines for creating your own races, classes, feats, whatnot. AD&D 2E made an attempt at a class-creation system which, while being clunky and perhaps poorly implemented, was a blast to play with. I'd like to see the hypothetical 5E take a more toolbox approach to campaign design; rather than give every possible option under the sun laid out in rules, give guidelines for customizing the basics of the game. </p><p></p><p>There is a sweetspot with each form of character option, after which the differences become smaller and smaller. The four core classes, for instance, cover a lot of territory; now you could safely throw in another dozen or so round them out, but after 12-20 (or so), classes start breaking down a bit. Races can be quite varied, but how many feats are needed? And why not have a system where the player can create a feat that suits their character concept, somewhat similar to FATE aspects?</p><p></p><p>I'd also like to see an option for a "classless class" in D&D. I was dabbling around with this for a bit, calling it a polymath class.</p><p></p><p>As a side note, looking at the OP from a non-gamer's perspective, it is an odd situation that using only five or six 200+ page books is "downsizing."</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5743189, member: 59082"] I like Plane Sailing's approach of giving options based upon the campaign world. Actually, I like how Talislanta combined race, culture and class into an archetype and gave hundreds of options. Now in D&D we don't have to do that, but if the player picks his or her race and class, you can further customize it by offering different cultural packets and/or perks based upon their individual biography. I've always wished that the D&D rules would give more guidelines for creating your own races, classes, feats, whatnot. AD&D 2E made an attempt at a class-creation system which, while being clunky and perhaps poorly implemented, was a blast to play with. I'd like to see the hypothetical 5E take a more toolbox approach to campaign design; rather than give every possible option under the sun laid out in rules, give guidelines for customizing the basics of the game. There is a sweetspot with each form of character option, after which the differences become smaller and smaller. The four core classes, for instance, cover a lot of territory; now you could safely throw in another dozen or so round them out, but after 12-20 (or so), classes start breaking down a bit. Races can be quite varied, but how many feats are needed? And why not have a system where the player can create a feat that suits their character concept, somewhat similar to FATE aspects? I'd also like to see an option for a "classless class" in D&D. I was dabbling around with this for a bit, calling it a polymath class. As a side note, looking at the OP from a non-gamer's perspective, it is an odd situation that using only five or six 200+ page books is "downsizing." [/QUOTE]
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