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D&D 5E Ideas from the Playtest you'll add if they don't make the cut

jodyjohnson

Adventurer
1. Some form of optional Deadly Strike (known as the Vital Strike chain in PF, and Vital Strike (Mythic)). Cutting down on rolls and increases usefulness of 'one and done' attacks (thrown, crossbow, lance).

2. The Scroll, Potion, and Magic Item rules where it costs the slot until a length of time passes, then becomes permanent.

3. Some variation of the early ability/skill system where Nearly always fail defaults to just fail, and nearly always success defaults to auto-success. Expanded use of the no-roll-required rule.

What are yours?
 

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3. Some variation of the early ability/skill system where Nearly always fail defaults to just fail, and nearly always success defaults to auto-success. Expanded use of the no-roll-required rule.

We'll probably do this.

4. We liked the initial surprise rules, once we changed it to people who get surprise get +20 to initiative (instead of surprised characters get -20). I like the idea of a fast rogue potentially going first even if surprised. I also want to remove the possibility of the surprisers going twice before the surprised go (by getting a surprise action and then winning initiative).

Thaumaturge.
 

1. Some form of optional Deadly Strike (known as the Vital Strike chain in PF, and Vital Strike (Mythic)). Cutting down on rolls and increases usefulness of 'one and done' attacks (thrown, crossbow, lance).

This isn't in the final playetst, right? I don't recognize it.

2. The Scroll, Potion, and Magic Item rules where it costs the slot until a length of time passes, then becomes permanent.

This, too. Not sure what it means.

3. Some variation of the early ability/skill system where Nearly always fail defaults to just fail, and nearly always success defaults to auto-success. Expanded use of the no-roll-required rule.

As I've made clear in another thread, I always do this in any game with skills.

Other than that, though, I'll probably wait and see what the DMG says, too. I don't like house ruling until I get a good feel for the game.
 

1. Some form of optional Deadly Strike (known as the Vital Strike chain in PF, and Vital Strike (Mythic)). Cutting down on rolls and increases usefulness of 'one and done' attacks (thrown, crossbow, lance).

2. The Scroll, Potion, and Magic Item rules where it costs the slot until a length of time passes, then becomes permanent.

3. Some variation of the early ability/skill system where Nearly always fail defaults to just fail, and nearly always success defaults to auto-success. Expanded use of the no-roll-required rule.

What are yours?
My apologies, but I didn't actually have a look at many of the playtest packages, especially the earliest ones, so I'm not familiar with any of the things you've mentioned. Would you mind explaining these rules and why you like them?
 

My apologies, but I didn't actually have a look at many of the playtest packages, especially the earliest ones, so I'm not familiar with any of the things you've mentioned. Would you mind explaining these rules and why you like them?

If I recall correctly, there was an iteration where making a scroll cost a slot from the caster who created the scroll until a year and a day had past form the scribing of the scroll, which meant there would be very few scrolls floating around.

And the skill rules were that if you had a high enough ability score relative to the DC of a given task, you didn't have to roll. For example, if you had a 16 Str, you could batter open a DC 13 door without rolling. (I think it was 10 + ability mod, but I could be mistaken).

Thaumaturge.
 

If the skill list resembles the final packet, then I'll probably implement some form of the Fields of Lore list. The proficiency system gives me confidence that I can add new skills and hand them out to players without harming the game.

But I'll wait until the DMG is out and provides is optional skill rules before making any such decisions.
 

If I recall correctly, there was an iteration where making a scroll cost a slot from the caster who created the scroll until a year and a day had past form the scribing of the scroll, which meant there would be very few scrolls floating around.

Thaumaturge.

Could also limit magic items (if that's the goal) by using the old school method. Move item creation to higher levels (I think it was like 11th for scrolls and 13th for everything else in the 1e DMG) and require a quest to get the needed ingredients to construct said magic item. Want to create a scroll of "flesh to stone"? The ink must be made from medusa's blood and the scroll from the skin of a gorgon (or basilisk). Something like that.
 

My apologies, but I didn't actually have a look at many of the playtest packages, especially the earliest ones, so I'm not familiar with any of the things you've mentioned. Would you mind explaining these rules and why you like them?

For Deadly Strike see Vital Strike in Pathfinder
http://www.d20pfsrd.com/mythic/mythic-feats/vital-strike-mythic

Basically instead of rolling a bunch of attacks, high level melees roll just once for multiplied damage. But free, not a 4/5 feat chain. Quicker than iteratives and better for situations where you need a single high damage strike (penetrating DR without a golf-bag).

I liked the idea behind the Scroll rules, not necessarily the 'takes a year' part, where a temple or magic academy could actually rack up scrolls since they don't unload their slots on a daily basis. And adding in a 1e/2e system gets fiddly fast and encourages gruesome monster dismemberment or farming (which sounds surprisingly MMO-like, and in 1e no less).

Regarding the skills thing, it is about the corner cases. Str 10 guy lifts the gate, Str 20 guy fails. Or a everyone rolls for everything vibe even though not trained or relevantly statted because a 19-20 may succeed.
 

Could also limit magic items (if that's the goal) by using the old school method. Move item creation to higher levels (I think it was like 11th for scrolls and 13th for everything else in the 1e DMG) and require a quest to get the needed ingredients to construct said magic item. Want to create a scroll of "flesh to stone"? The ink must be made from medusa's blood and the scroll from the skin of a gorgon (or basilisk). Something like that.

1e was 7th for Scrolls and Potions, and 12th for Permanent Items (Enchant an Item 6th Wizard Spell available @ 12th.).

Tossing in a ubiquitous Permanency as 8th level spell @ 16th and a point of Con loss makes Item Creation largely a waste of ink.
 

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