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Game Modules you'd like/expect to see...
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<blockquote data-quote="Ratskinner" data-source="post: 5899213" data-attributes="member: 6688937"><p>I'm not sure if you want just the modules that I personally want to see, or the modules that I want to see for the sake of all, or the modules I expect to see regardless. Anyway, I made a list! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>My definitions:</p><p>Basic: the default simple version of the game that's in the Red Box. If it ain't simple, its there for historical reasons. <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="(:" />:sigh:<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><p>Expert: non-default, possibly more complicated options, but still pretty simple. May change the way your game plays, but in a pretty predictable manner.</p><p>Advanced: non-default, possibly very complicated, fiddly, or tricky in play. May also be on the verge of "Not D&D" or affect your game in ways that are not easily predictable.</p><p></p><p>Character Motivation</p><p> Basic: Alignment</p><p> Expert: Heroic Drives</p><p> Expert: Alegiances</p><p> Expert: Aspects (from Fate)</p><p></p><p>Races:</p><p> Basic: Human, Elf, Dwarf, Halfling</p><p> Expert: Dragonborn, Tiefling, Half-orc,..most of the rest</p><p> Advanced: Monster Races as PCs</p><p></p><p>Classes:</p><p> Basic: Fighter, Rogue, Wizard, Cleric</p><p> Expert: most of the rest...possibly deprecated by use of themes&Backgrounds</p><p> Advanced: Build a Class a la 2e's skills and powers ::shudder::</p><p> Advanced: Classless Point buy</p><p> Expert: sequential multiclassing a la 3e</p><p> Expert: simultaneous multiclassing a la 1-2e</p><p></p><p>Themes & Backgrounds</p><p> Basic: The DM assigns a +2 when appropriate</p><p> Expert: Choose a Background and Theme, get the listed benefits as you level.</p><p> Advanced: recombinant Themes and Backgrounds </p><p></p><p>Advancement</p><p> Basic: XP</p><p> Expert: Natural Advancement (basically DM declaration in-story)</p><p> Expert: Awesome Points (from Old School Hack)</p><p></p><p>Combat/Movement Rules</p><p>note: each might have a list of martial powers with it, or instructions on modifying the basic system of maneuvers. Also, they purportedly have some kind of martial maneuvers system in the rules they've been playing with, but not knowing what it is...</p><p> Movement</p><p> Basic: Theatre of the Mind/measured </p><p> Expert: Zones (from Fate) or Arenas (from Old School Hack)</p><p> Advanced: Tactical Grid</p><p> Advanced: Tactical Hex</p><p> Initiative</p><p> Basic: Initiative by sides every round</p><p> Expert: Individual Initiative (optionally every round)</p><p> Expert: Phased Initiative (Defend/Prevent, Move/Maneuver, Casting/Concentrate, Shoot, Attack, Cleanup/Spells resolve)</p><p> Saves and Conditions</p><p> Basic: follow what it says in the spell/ability</p><p> Expert: a list of possible conditions a la 3/4e</p><p></p><p>Damage and Wounding</p><p> Basic: Traditional HP (possibly with "Bloodied")</p><p> Expert: Wound/Vitality</p><p> Expert: Critical hit location charts</p><p> Expert: SWSE condition track</p><p> Expert/Advanced: Mutants and Masterminds wounds</p><p></p><p>Narrative Control Rules</p><p> Expert: Action Points</p><p> Expert: Fate Points (with Aspects?)</p><p> Advanced: Alternative OoC resolution systems with stakes-setting, etc. </p><p></p><p>Spells and Magic</p><p> Basic: Traditional Vancian style (perhaps modified, though)</p><p> Expert: rules mucking with spell recovery</p><p> Advanced: Mana points </p><p> Basic(?): rituals</p><p></p><p>Of course, that might be wayy too long for the first PHB.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5899213, member: 6688937"] I'm not sure if you want just the modules that I personally want to see, or the modules that I want to see for the sake of all, or the modules I expect to see regardless. Anyway, I made a list! :D My definitions: Basic: the default simple version of the game that's in the Red Box. If it ain't simple, its there for historical reasons. (::sigh::) Expert: non-default, possibly more complicated options, but still pretty simple. May change the way your game plays, but in a pretty predictable manner. Advanced: non-default, possibly very complicated, fiddly, or tricky in play. May also be on the verge of "Not D&D" or affect your game in ways that are not easily predictable. Character Motivation Basic: Alignment Expert: Heroic Drives Expert: Alegiances Expert: Aspects (from Fate) Races: Basic: Human, Elf, Dwarf, Halfling Expert: Dragonborn, Tiefling, Half-orc,..most of the rest Advanced: Monster Races as PCs Classes: Basic: Fighter, Rogue, Wizard, Cleric Expert: most of the rest...possibly deprecated by use of themes&Backgrounds Advanced: Build a Class a la 2e's skills and powers ::shudder:: Advanced: Classless Point buy Expert: sequential multiclassing a la 3e Expert: simultaneous multiclassing a la 1-2e Themes & Backgrounds Basic: The DM assigns a +2 when appropriate Expert: Choose a Background and Theme, get the listed benefits as you level. Advanced: recombinant Themes and Backgrounds Advancement Basic: XP Expert: Natural Advancement (basically DM declaration in-story) Expert: Awesome Points (from Old School Hack) Combat/Movement Rules note: each might have a list of martial powers with it, or instructions on modifying the basic system of maneuvers. Also, they purportedly have some kind of martial maneuvers system in the rules they've been playing with, but not knowing what it is... Movement Basic: Theatre of the Mind/measured Expert: Zones (from Fate) or Arenas (from Old School Hack) Advanced: Tactical Grid Advanced: Tactical Hex Initiative Basic: Initiative by sides every round Expert: Individual Initiative (optionally every round) Expert: Phased Initiative (Defend/Prevent, Move/Maneuver, Casting/Concentrate, Shoot, Attack, Cleanup/Spells resolve) Saves and Conditions Basic: follow what it says in the spell/ability Expert: a list of possible conditions a la 3/4e Damage and Wounding Basic: Traditional HP (possibly with "Bloodied") Expert: Wound/Vitality Expert: Critical hit location charts Expert: SWSE condition track Expert/Advanced: Mutants and Masterminds wounds Narrative Control Rules Expert: Action Points Expert: Fate Points (with Aspects?) Advanced: Alternative OoC resolution systems with stakes-setting, etc. Spells and Magic Basic: Traditional Vancian style (perhaps modified, though) Expert: rules mucking with spell recovery Advanced: Mana points Basic(?): rituals Of course, that might be wayy too long for the first PHB. [/QUOTE]
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