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If you were able to design your own version of D&D, how would you do it?
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<blockquote data-quote="5ekyu" data-source="post: 7540508" data-attributes="member: 6919838"><p>While I get that preferences are a matter of taste, when one lists specific claims those are subject to "huh".</p><p></p><p>"You can't do much with it. Roll a single die and compare it to a predetermined value. That`s it. "</p><p>In 5e straight up... pre-determined DC</p><p>The DC is set solely by the GM based on the situation at the moment, so the d20 allows an instant assessment of odds based on the situation and the campaign, so, yes, its determined before the roll by the GM but it as that allows the GM to have the roll reflect the odds down to 5% differences that expresses his decisions about the task. (Msybe dome want it yo 1% or .03%, but for me I dont think I assess and dexcribe scenes to that precise a degree.)</p><p></p><p>In 5e straight up... things you can do with it...</p><p>Advantage and disadvantage</p><p>Quite a few character features that allowed added dice or added modifiers and their ilk chosen before it after the roll </p><p></p><p></p><p></p><p>". Even though it has the greatest potential for undermining player choices by rolling too low. It reduces actions to a simple game of chance."</p><p></p><p>The d20 is rolled when there is a chance of failure *and* a chance of success (or a degree difference that matters) so that single resolution is a game of chance but whether or not the chances require the roll or loss will undermine player choice varies with the degree the players/characters take those chances. Even then the GM (possibly players) can choose the results of failure - straight up GM for ability checks (failure or progress with setback not unlike fail forward or if using DMG options players Success at cost for saves and attacks.</p><p></p><p>This seems little different from the actions reduced to game of chance than a 3d6, 2d10 or dice pool mechanic when the action is assessed to have both fail and succeed outcomes. </p><p></p><p>Now, it's not diceless resolution to be sure, outside of the circumstances, choices, approaches reducing the failure chance to zero, which depends on the circumstances and tasks.</p><p></p><p>"It's not a good mechanic; it just happens to be a convenient one that everyone is familiar with"</p><p>I started with dnd, but then spent more campaigns in travellers 2d6 and Hero 3d6 eith VtM dicepools coming in like 4th... even a few stints in ficeless... so, nah, my choice to choose d20s has to do with the performance and benefits in play not just convenience and familiarity.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7540508, member: 6919838"] While I get that preferences are a matter of taste, when one lists specific claims those are subject to "huh". "You can't do much with it. Roll a single die and compare it to a predetermined value. That`s it. " In 5e straight up... pre-determined DC The DC is set solely by the GM based on the situation at the moment, so the d20 allows an instant assessment of odds based on the situation and the campaign, so, yes, its determined before the roll by the GM but it as that allows the GM to have the roll reflect the odds down to 5% differences that expresses his decisions about the task. (Msybe dome want it yo 1% or .03%, but for me I dont think I assess and dexcribe scenes to that precise a degree.) In 5e straight up... things you can do with it... Advantage and disadvantage Quite a few character features that allowed added dice or added modifiers and their ilk chosen before it after the roll ". Even though it has the greatest potential for undermining player choices by rolling too low. It reduces actions to a simple game of chance." The d20 is rolled when there is a chance of failure *and* a chance of success (or a degree difference that matters) so that single resolution is a game of chance but whether or not the chances require the roll or loss will undermine player choice varies with the degree the players/characters take those chances. Even then the GM (possibly players) can choose the results of failure - straight up GM for ability checks (failure or progress with setback not unlike fail forward or if using DMG options players Success at cost for saves and attacks. This seems little different from the actions reduced to game of chance than a 3d6, 2d10 or dice pool mechanic when the action is assessed to have both fail and succeed outcomes. Now, it's not diceless resolution to be sure, outside of the circumstances, choices, approaches reducing the failure chance to zero, which depends on the circumstances and tasks. "It's not a good mechanic; it just happens to be a convenient one that everyone is familiar with" I started with dnd, but then spent more campaigns in travellers 2d6 and Hero 3d6 eith VtM dicepools coming in like 4th... even a few stints in ficeless... so, nah, my choice to choose d20s has to do with the performance and benefits in play not just convenience and familiarity. [/QUOTE]
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If you were able to design your own version of D&D, how would you do it?
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