the Jester
Legend
I ran a great session last night, playtesting my own homebrewed version of dnd. It was this iteration's first playtest, and my first revision of it since 5e dropped 10 years ago.
The short description of the game system is that it's not the dnd you know; it doesn't even use the core "d20, higher is always better" system except for attacks, you don't get bonuses from your ability scores, etc. There are only the basic four classes (cleric, fighter, rogue, wizard), and there are only ten levels. (Other classes are represented via feats.) There are only the 'basic four' races, too.
The pcs started at first level and dealt with a bunch of kobolds who had harvested all the local ju-ju berries (used as a medical panacea and usually shared among the various local peoples, with none taking more than they are likely to need through the winter). The pcs had a number of encounters with kobolds, including a kobold alchemist, and several kobold dragonshields. They plowed through them and learned that the berries had been harvested to turn into jam to feed the "new god" of the kobold.
Pcs leveled to 2, then faced off with the new god, a white dragon hatchling and its entourage, a kobold sorcerer and a couple more dragonshields.
The pcs plowed through the kobolds as anticipated. I had been concerned about how frequently pcs would miss attacks, but this appears to be unfounded- even against the dragonshields (AC 16), they did fine. My fighter design worked great (for those who say my Battle Die thread, that's its main mechanic). The mechanics worked pretty well for the most part, though the rogue needs work- there were two of them and neither one ever landed a sneak attack. So I'm opening up the conditions for using sneak attack somewhat.
Altogether, it was a great game. I'm looking forward to more playtest games, both with these players and other groups.
The short description of the game system is that it's not the dnd you know; it doesn't even use the core "d20, higher is always better" system except for attacks, you don't get bonuses from your ability scores, etc. There are only the basic four classes (cleric, fighter, rogue, wizard), and there are only ten levels. (Other classes are represented via feats.) There are only the 'basic four' races, too.
The pcs started at first level and dealt with a bunch of kobolds who had harvested all the local ju-ju berries (used as a medical panacea and usually shared among the various local peoples, with none taking more than they are likely to need through the winter). The pcs had a number of encounters with kobolds, including a kobold alchemist, and several kobold dragonshields. They plowed through them and learned that the berries had been harvested to turn into jam to feed the "new god" of the kobold.
Pcs leveled to 2, then faced off with the new god, a white dragon hatchling and its entourage, a kobold sorcerer and a couple more dragonshields.
The pcs plowed through the kobolds as anticipated. I had been concerned about how frequently pcs would miss attacks, but this appears to be unfounded- even against the dragonshields (AC 16), they did fine. My fighter design worked great (for those who say my Battle Die thread, that's its main mechanic). The mechanics worked pretty well for the most part, though the rogue needs work- there were two of them and neither one ever landed a sneak attack. So I'm opening up the conditions for using sneak attack somewhat.
Altogether, it was a great game. I'm looking forward to more playtest games, both with these players and other groups.