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Idle Musings - D&D design scope
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<blockquote data-quote="ren1999" data-source="post: 5958136" data-attributes="member: 85179"><p>I hear you Crazy.</p><p></p><p>Here are what I think the design goals should be. </p><p></p><p>D&D should have a core system consisting of things that a majority of players agree on.</p><p></p><p> It should have an optional module for players and DM's that prefer a "Theater of the Mind" experience without a battle map grid and miniatures. </p><p> It should have an alternate module for players who prefer a map and miniatures. </p><p></p><p> It should have another optional module for players and DM's who prefer that each character and monster get absolutely nothing but one standard action per turn. </p><p> It should have an alternate optional module for players and DM's who want a game where players and monsters can take an action when attacked and then a number of actions during each turn in accordance with level. I purpose 1 additional standard action every 5 levels.</p><p></p><p> It should have an optional module for rolled hit points with the possibility of stupidly low starting hit points so some players can enjoy that risk and frustration of having to roll new characters several times.</p><p> But there should be an alternate optional module for those who want the constitution score and static hit points or a variation of minimum static hit points with the chance to roll higher hit points. Then the player can get static hit points every level.</p><p></p><p> D&D should try to be educational. Teach something about armor and weapons. Teach something about ancient societies. Teach real first aid by simulating it as a skill. Teach other real skills through simulation. </p><p></p><p> D&D should keep all bonuses at +10 because higher bonuses don't mean anything if defenses also increase. </p><p>Capping scores is also important because of this attrition of attacks versus defenses. </p><p> However, Hit Points need to be high if characters and monsters are going to get more than one action per turn. Even doing 1[w] damage can stack up against 1 target.</p><p></p><p> D&D should reward the party for completing a goal or getting treasure -- not just killing monsters. Many goals should be specified by module designers with xp rewards. </p><p></p><p> Every level, a character should increase in some capability. I purpose just one new capability per level. 1 feat, or skill, or spell or prayer. +1 to an ability.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5958136, member: 85179"] I hear you Crazy. Here are what I think the design goals should be. D&D should have a core system consisting of things that a majority of players agree on. It should have an optional module for players and DM's that prefer a "Theater of the Mind" experience without a battle map grid and miniatures. It should have an alternate module for players who prefer a map and miniatures. It should have another optional module for players and DM's who prefer that each character and monster get absolutely nothing but one standard action per turn. It should have an alternate optional module for players and DM's who want a game where players and monsters can take an action when attacked and then a number of actions during each turn in accordance with level. I purpose 1 additional standard action every 5 levels. It should have an optional module for rolled hit points with the possibility of stupidly low starting hit points so some players can enjoy that risk and frustration of having to roll new characters several times. But there should be an alternate optional module for those who want the constitution score and static hit points or a variation of minimum static hit points with the chance to roll higher hit points. Then the player can get static hit points every level. D&D should try to be educational. Teach something about armor and weapons. Teach something about ancient societies. Teach real first aid by simulating it as a skill. Teach other real skills through simulation. D&D should keep all bonuses at +10 because higher bonuses don't mean anything if defenses also increase. Capping scores is also important because of this attrition of attacks versus defenses. However, Hit Points need to be high if characters and monsters are going to get more than one action per turn. Even doing 1[w] damage can stack up against 1 target. D&D should reward the party for completing a goal or getting treasure -- not just killing monsters. Many goals should be specified by module designers with xp rewards. Every level, a character should increase in some capability. I purpose just one new capability per level. 1 feat, or skill, or spell or prayer. +1 to an ability. [/QUOTE]
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