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Eye Tyrant. Who Died and Made You Gygax?? Design Your Own D&D 2024X3.
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<blockquote data-quote="DanielNations" data-source="post: 9632866" data-attributes="member: 6882192"><p>One core problem facing D&D (and many other TTRPGs) is the fact that the community is often split between those who like to play as a hardcore strategy game and those who like to play as a collaborative storytelling game. </p><p></p><p>Obviously, these are the extremes and there are many varients that blend these two philosophies. And there has ALWAYS been these two camps. Yes, there were people that played without permadetath and interparty conflict back in the 1e and 2e days. </p><p></p><p>While I have always played D&D with more of that hardcore strategy mindset, I remember GMing Vampire: The Masquerade in a very collaborative storytelling style as I think that game was especially made for that type of roleplaying. And I find both forms (and the mixture thereof) to be fun. </p><p></p><p>So as the controller of D&D 2024, what would I do?</p><p></p><p>1) Create a game with a list of rules intended for the collaborative storytellers and expanded/optional rules from the strategy-minded. My first impulse was to create two games called "D&D: Heroes" and "Advanced Dungeons and Dragons", but splitting the audience is rarely a good answer. </p><p></p><p>2) Complete redesign of the classes. I'm not a fan of the class design in 5e because the classes blur together too much. Wizards should be very distinct from Sorcerers and certainly Clerics should be (1) way different than magic users and (2) distinct from clerics of other guides. Etc. </p><p></p><p>3) Tweaking combat to emphasize unique weapons and weapon specialization. Frankly, changing your weapon specialization with a long rest is silly. Let characters roleplay. Not plug into the matrix to learn new skills in a few minutes. Also, not a fan of bonus actions or offensive cantrips. I'd be more open to multiple level 1 spell casts in a day for 1st level characters. </p><p></p><p>4) Strip out everything about how to play a certain way, anything overtly political or preachy, and anything that doesn't really add to the game. I think coaching is good, but when done in the DMs Guide or PH, you run the risk of suggestions becoming 'the only way to play!' </p><p></p><p>5) Design the monster manual with fewer creature types but more variants within those types. One thing I did with my app was to add different ways to modify creatures which includes giving them a class to level in or simply a modification such as a dented clockwork. I'm not nearly as worried that I can face off against kobolds or orcs or goblins or lizardmen or kuo-toa or troglodytes (etc.) so much as when I face off against goblins there is a wide variety in the goblins that make up the encounter.</p><p></p><p>6) I could honestly ramble on for a half-dozen more points, but most of you have no doubt treated this as a sleep spell <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DanielNations, post: 9632866, member: 6882192"] One core problem facing D&D (and many other TTRPGs) is the fact that the community is often split between those who like to play as a hardcore strategy game and those who like to play as a collaborative storytelling game. Obviously, these are the extremes and there are many varients that blend these two philosophies. And there has ALWAYS been these two camps. Yes, there were people that played without permadetath and interparty conflict back in the 1e and 2e days. While I have always played D&D with more of that hardcore strategy mindset, I remember GMing Vampire: The Masquerade in a very collaborative storytelling style as I think that game was especially made for that type of roleplaying. And I find both forms (and the mixture thereof) to be fun. So as the controller of D&D 2024, what would I do? 1) Create a game with a list of rules intended for the collaborative storytellers and expanded/optional rules from the strategy-minded. My first impulse was to create two games called "D&D: Heroes" and "Advanced Dungeons and Dragons", but splitting the audience is rarely a good answer. 2) Complete redesign of the classes. I'm not a fan of the class design in 5e because the classes blur together too much. Wizards should be very distinct from Sorcerers and certainly Clerics should be (1) way different than magic users and (2) distinct from clerics of other guides. Etc. 3) Tweaking combat to emphasize unique weapons and weapon specialization. Frankly, changing your weapon specialization with a long rest is silly. Let characters roleplay. Not plug into the matrix to learn new skills in a few minutes. Also, not a fan of bonus actions or offensive cantrips. I'd be more open to multiple level 1 spell casts in a day for 1st level characters. 4) Strip out everything about how to play a certain way, anything overtly political or preachy, and anything that doesn't really add to the game. I think coaching is good, but when done in the DMs Guide or PH, you run the risk of suggestions becoming 'the only way to play!' 5) Design the monster manual with fewer creature types but more variants within those types. One thing I did with my app was to add different ways to modify creatures which includes giving them a class to level in or simply a modification such as a dented clockwork. I'm not nearly as worried that I can face off against kobolds or orcs or goblins or lizardmen or kuo-toa or troglodytes (etc.) so much as when I face off against goblins there is a wide variety in the goblins that make up the encounter. 6) I could honestly ramble on for a half-dozen more points, but most of you have no doubt treated this as a sleep spell :) [/QUOTE]
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