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If D&D were created today, what would it look like?
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<blockquote data-quote="pemerton" data-source="post: 8201302" data-attributes="member: 42582"><p>Frankly I think there's a lot to be said for this.</p><p></p><p>Another option - and I appreciate I'm sketching this at a pretty high level of generality - is to have (say) two bonus dice to start with, and you can allocate them across a mundane profession (which could include gladiator, samurai etc but also swashbuckler, guild thief, forester, lay brother from a priory, etc) or a sphere of supernatural ability.</p><p></p><p>A "fighter" or "thief" would be two dice into the mundane.</p><p></p><p>A warrior-mage or MU/thief and the like is one mundane die and one supernatural die in "arcane".</p><p></p><p>A paladin or traditional cleric is one mundane die and one supernatural die in "divine" - maybe there's scope to play with dice sizes and so a paladin is d8/d4 whereas a cleric is d6/d6. A druid would be one die in "primal/nature magic" and one die in mundane "forester" or "farmer" or similar.</p><p></p><p>A wizard is two dice in the "arcane", a cleric/MU one die in "arcane" and one in "divine" (and so less broken than the traditional AD&D cleric/MU) etc.</p><p></p><p>Maybe a two-dice character has to specialise with the second die, which is how a warrior/samurai differs from a warrior/gladiator, and how a mage/illusionist differs from a mage/elementalist.</p><p></p><p>Still staying at the overview level: I think if the game were to be created today and wasn't a cross-over from wargaming, there perhaps would be less reason to envisage the supernatural in terms of long lists of fairly concretely-defined abilities, and more reason to think of it in the way Cthulhu Dark or In A Wicked Age or HeroWars/Quest do, of opening up the fictional space for action declaration (eg an illusionist can declare "I hide" even though there's no cover; an elemental mage can declare "I blow them all up" even though s/he doesn't have a grenade ready to hand; etc). This allows a lean ruleset to cover a wide range of tropes.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8201302, member: 42582"] Frankly I think there's a lot to be said for this. Another option - and I appreciate I'm sketching this at a pretty high level of generality - is to have (say) two bonus dice to start with, and you can allocate them across a mundane profession (which could include gladiator, samurai etc but also swashbuckler, guild thief, forester, lay brother from a priory, etc) or a sphere of supernatural ability. A "fighter" or "thief" would be two dice into the mundane. A warrior-mage or MU/thief and the like is one mundane die and one supernatural die in "arcane". A paladin or traditional cleric is one mundane die and one supernatural die in "divine" - maybe there's scope to play with dice sizes and so a paladin is d8/d4 whereas a cleric is d6/d6. A druid would be one die in "primal/nature magic" and one die in mundane "forester" or "farmer" or similar. A wizard is two dice in the "arcane", a cleric/MU one die in "arcane" and one in "divine" (and so less broken than the traditional AD&D cleric/MU) etc. Maybe a two-dice character has to specialise with the second die, which is how a warrior/samurai differs from a warrior/gladiator, and how a mage/illusionist differs from a mage/elementalist. Still staying at the overview level: I think if the game were to be created today and wasn't a cross-over from wargaming, there perhaps would be less reason to envisage the supernatural in terms of long lists of fairly concretely-defined abilities, and more reason to think of it in the way Cthulhu Dark or In A Wicked Age or HeroWars/Quest do, of opening up the fictional space for action declaration (eg an illusionist can declare "I hide" even though there's no cover; an elemental mage can declare "I blow them all up" even though s/he doesn't have a grenade ready to hand; etc). This allows a lean ruleset to cover a wide range of tropes. [/QUOTE]
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If D&D were created today, what would it look like?
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