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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="doctorbadwolf" data-source="post: 7542120" data-attributes="member: 6704184"><p>Can't speak for them, but I'd take 4e's basic set up, and do a few key tweaks. </p><p></p><p>1. Where 4e gives a new power, you gain a new power slot of that type instead, and you <em>can</em> 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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>5. Expand access to powers by Power Source and other groupings, like having weapon powers, focus powers, etc. </p><p></p><p>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? </p><p></p><p>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. </p><p></p><p> 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. </p><p></p><p></p><p>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. </p><p>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. </p><p></p><p>It really seems like you just aren't using 5e's rules as they're written. </p><p></p><p> 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) </p><p></p><p>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. </p><p></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p></p><p></p><p>I like it, but my problem with it is that I think it restricts actions a bit too much. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7542120, member: 6704184"] 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 [I]can[/I] 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. 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. 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 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. 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. 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. 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. [/QUOTE]
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