doctorbadwolf
Heretic of The Seventh Circle
I'd ditch the d20.
That sounds like fun. I found 4e very fast paced at low levels, but by paragon and definitely by epic it really could use what you are suggesting.
How would you speed it up?
Can't speak for them, but I'd take 4e's basic set up, and do a few key tweaks.
1. Where 4e gives a new power, you gain a new power slot of that type instead, and you can choose a new power as well, if you want to, or you can just have a couple encounter powers that you use over and over again.
2. You'd be able to choose Talents instead of powers, if you want. Execution would require a lot of playtest work, but the idea would be to be able to skip managing limited resources and just gain 1 or two daily and encounter powers, ever, and instead gain a mix of more uses and more passive features.
3. Replace the game math with 5e style bounded accuracy, and simpler bonuses. No more stacking static bonuses from 12 sources, especially to damage, but also situational bonuses would be replaced with Advantage/Disadvantage and a similar mechanic where you can reroll a check but must take the second result. Very very few static modifiers.
4. Simplifiy presentation of powers to "Make an attack, do XYZ" where powers are basically that already. Leave in the oddball stuff like walls of flame.
5. Expand access to powers by Power Source and other groupings, like having weapon powers, focus powers, etc.
6. Give every class a Basic Attack for powers to key off of. A Warlord can give a wizard a Basic Attack, which is determined by their choice of Basic Attack (At will powers just add to your Basic Attack, just like any "attack and then do XYZ" power), maybe works along the lines of weapons, but with focuses having different ranges, stats that they can used with, and damage dice?
7. Root out all fiddly bits that just complicate the game without really adding fun. Probably fewer, more meaningful feats. Less restrictive multiclassing power-swaps, etc.
Yep. My DM always gets a kick out of it when my rogue rolls a 1 on stealth but still beats the passive perception of an enemy creature with no Perception bonus.FWIW 5e design agrees with you on removing the d20 odds of catastrophic failure since a 1 is only a miss not any crit fumble for attacks and is just normal for all other rolls.
It's also inaccurate to the actual rules. A natural 20 never makes impossible things possible, and a nat 1 is never a catastrophic failure. In attacks, they mean automatic success or failure, but that's it.For me, the issue with the d20 is the same thing is the strength of the d20: too much randomness.
Sure, it's cool and exciting that there is a 5% chance of virtually anything being possible. However, sometimes it's nice to have a little bit of a curve so as to make a character's skill and a player's choice a little bit more meaningful than flat random chance. (Yes, I'm aware that's a statistical oversimplification, but that's the core of the issue.)
As for skill bonus and choices being meaningful, they are! Being proficient means more tasks are autosuccess (no roll required), while being Expert means even moreso. Same with having a higher stat bonus, and same for having a good plan, although DM can also just give Advantage to the roll for a good plan.
It really seems like you just aren't using 5e's rules as they're written.
I quite like this. I use the defenses option in my own game, after a fashion. You have a single digit score in each stat, and your defense is the stat being targeted plus 10, plus any modifiers from Traits, Gear, or an Advantage (numerical bonus gained from a stat or skill ranks, applied because someone is helping you, or you prepared for something, or circumstances are in your favor, etc)I could go on all day about tweaks I'd make to particular classes and spells on the individual level, but let's focus on the system level.
Ability modifier = score - 10. Make smaller scores and smaller differences between scores matter more. This also lets you use your flat scores as a "defense" or "passive roll" and the math will be fair. For instance, your AC might just be your Dexterity score, before modifiers.
Scores above 15 are hard to obtain and less necessary. Not every fighter has to be at the absolute peak of human(oid) Strength potential. This is because...
I like this. One thing that might help is giving more concrete things that each stat can do, and including some useful downtime things that are easier, more fruitful, less time consuming, or otherwise more friendly if you have a higher score in X stat.Bring back MAD, or its benign cousin, Multiple Ability Potential. Reward a character in salient ways for having a high score, no matter which score, no matter which class. Let a fighter with 15 Str and 13 Int do cool stuff that a fighter with 18 Str and 10 Int can't.
I think a less complex solution might be to have a different kind of benefit, like the Bless/Bane mechanic of +/-1d4 to the roll. They might not stack in the sense that you don't reroll the bonus die, but it is a bonus without being a static bonus.Advantage dice stack. I keep running into this when I design for 5e: advantage is a simple and elegant mechanic, but I have to find other ways for features to provide benefits because I don't want to obviate players getting advantage in the regular ways. For instance, no rogue feature should give advantage to attack rolls unless you want a rogue with it to no longer use stealth and cunning. So away with that system. Just let them stack.
Another thing I do in my game is that each Archetype and Ancestry has a couple skills called Inherent Skills, in which they gain Accurate Dice. AD can also be gained by a few traits, and some gear. What it does is, you cannot roll a 1. Since my gain uses dice pools, this is a fun thing that feels even cooler the better you are at the skill, since it saves you more often from low rolls, but it's very useful at any skill level. When you roll a 1, you reroll the die until it isn't a 1.
Steal the three-action system from Pathfinder 2. It's clean, it's easy to understand. And I can think of a lot of things to do with it that are probably beyond the scope of this thread. Stay heck away from most other things PF2 is doing, though.
I like it, but my problem with it is that I think it restricts actions a bit too much.
I went the other way, and have 2 Actions, movement (which can be used however you want like in 5e), and 2 Quick Actions per round. These are like Bonus Actions and Reactions, but interchangeable. If you want to take two off turn actions when circumstance allows, great, but you have used your Quick Actions for the round. Likewise, if you want to burn two Quick Actions on your turn doing cool stuff, sweet! But now you can't use a skill to add to your defense when you get attacked, because that is a Quick Action.
I don't remember though, if PF2 requires the use of an Action to move? If so, I'd make it 4 Actions, or keep the 5e movement rules. I do like reducing the number of types of actions, though.