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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="steenan" data-source="post: 7542938" data-attributes="member: 23240"><p>I'm not sure if it's fair for me to answer this thread's question as I mainly play non-D&D games. But if I were to design a game that could be identified as D&D and keep at least some of the D&D tropes, I'd start by deciding what I want the game to do, what is its main goal. I see several different approaches here.</p><p></p><p><strong>D&D as an entry game</strong></p><p>Simple rules, with character sheets containing everything players need during play (PbtA-like playbooks could be really helpful here). Single book with all that is necessary to play - and nearly all books published after that being pre-made adventures, not additional crunch. Clear description of the process of play and rules to regulate it, so that it's possible to learn playing and running the game from the book alone.</p><p>This version of D&D should have no lethality by default and stay away from any kind of mature themes. It need not be aimed for kids specifically, but it should be something that a family may comfortably play together.</p><p></p><p><strong>D&D as an exploration game</strong></p><p>Full support for low prep sandbox play. Many character abilities (both magical and non-magical) that help in travel, survival and information gathering without making it trivial. A lot of random tables and maps. Good GM guides for monster and settlement creation. Simplified combat, so that it doesn't overshadow exploration aspects of the game.</p><p>In this approach to D&D, I'd like abilities like tracking, talking with animals or bardic knowledge to be considered more important and powerful that any combat bonuses.</p><p></p><p><strong>D&D as dungeon crawler</strong></p><p>Big focus on inventory management. Nearly all magical items are consumable. Stress and mental damage as dangerous as physical one. Return to wealth based XP gains. Brutal and deadly combat that can only be survived with good preparation and use of consumables. Structured play, specifically for dungeon delving, including pacing mechanisms that fit it. Clear endplay rules, with characters retiring to wealth, power and safety if they manage to live that long.</p><p></p><p><strong>D&D as tactical game</strong></p><p>A lot of character customization options. Well balanced tactical play, both in and out of combat. Building combos - both between one character's abilities and between characters - crucial to playing effectively. Well implemented and explicit (known to players) difficulty ratings. Character building and optimization fully accepted and embraced as part of the gameplay. </p><p>This version is not for beginners and not for casuals. If you want to play, you're expected to read, understand and fully engage the rules. There are probably digital tools to make characters, make monsters and reference rules quickly. They include auto-updates when the rules get tuned after the release to keep them fully balanced.</p><p></p><p>Each version would keep the standard D&D ability scores (but probably move away from 3-18 scale), d20 vs DC rolls and the basic set of classes. All but the dungeon crawler would make HP explicitly non-physical (you only get meaningfully wounded at zero), while the dungeon crawler would make them impossible to recover without extended rest in a safe place or using a rare and costly potion. All versions would probably have only players rolling dice. Entry and dungeon crawler versions would have shorter advancement (8-10 levels); the other two versions would have many levels (20-30), but flatter advancement (stronger starting characters and not so drastic change between levels).</p></blockquote><p></p>
[QUOTE="steenan, post: 7542938, member: 23240"] I'm not sure if it's fair for me to answer this thread's question as I mainly play non-D&D games. But if I were to design a game that could be identified as D&D and keep at least some of the D&D tropes, I'd start by deciding what I want the game to do, what is its main goal. I see several different approaches here. [B]D&D as an entry game[/B] Simple rules, with character sheets containing everything players need during play (PbtA-like playbooks could be really helpful here). Single book with all that is necessary to play - and nearly all books published after that being pre-made adventures, not additional crunch. Clear description of the process of play and rules to regulate it, so that it's possible to learn playing and running the game from the book alone. This version of D&D should have no lethality by default and stay away from any kind of mature themes. It need not be aimed for kids specifically, but it should be something that a family may comfortably play together. [B]D&D as an exploration game[/B] Full support for low prep sandbox play. Many character abilities (both magical and non-magical) that help in travel, survival and information gathering without making it trivial. A lot of random tables and maps. Good GM guides for monster and settlement creation. Simplified combat, so that it doesn't overshadow exploration aspects of the game. In this approach to D&D, I'd like abilities like tracking, talking with animals or bardic knowledge to be considered more important and powerful that any combat bonuses. [B]D&D as dungeon crawler[/B] Big focus on inventory management. Nearly all magical items are consumable. Stress and mental damage as dangerous as physical one. Return to wealth based XP gains. Brutal and deadly combat that can only be survived with good preparation and use of consumables. Structured play, specifically for dungeon delving, including pacing mechanisms that fit it. Clear endplay rules, with characters retiring to wealth, power and safety if they manage to live that long. [B]D&D as tactical game[/B] A lot of character customization options. Well balanced tactical play, both in and out of combat. Building combos - both between one character's abilities and between characters - crucial to playing effectively. Well implemented and explicit (known to players) difficulty ratings. Character building and optimization fully accepted and embraced as part of the gameplay. This version is not for beginners and not for casuals. If you want to play, you're expected to read, understand and fully engage the rules. There are probably digital tools to make characters, make monsters and reference rules quickly. They include auto-updates when the rules get tuned after the release to keep them fully balanced. Each version would keep the standard D&D ability scores (but probably move away from 3-18 scale), d20 vs DC rolls and the basic set of classes. All but the dungeon crawler would make HP explicitly non-physical (you only get meaningfully wounded at zero), while the dungeon crawler would make them impossible to recover without extended rest in a safe place or using a rare and costly potion. All versions would probably have only players rolling dice. Entry and dungeon crawler versions would have shorter advancement (8-10 levels); the other two versions would have many levels (20-30), but flatter advancement (stronger starting characters and not so drastic change between levels). [/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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