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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="TheCreatorOfADOM" data-source="post: 7544381" data-attributes="member: 6982187"><p>Actually I'm just doing that with my ADOM RPG (see <a href="https://www.adom-rpg.com" target="_blank">https://www.adom-rpg.com</a>). </p><p></p><p>As for process: If I had the resources I'd be doing it like WotC.</p><p></p><p>As for the actual design:</p><ul> <li data-xf-list-type="ul">I love OSR, so that obviously would be my base - with the good ideas (especially advantage/disadvantage from 5e).</li> <li data-xf-list-type="ul">I'm adding more classes (to fit my world) but wouldn't do subclasses for the sake of simplicity.</li> <li data-xf-list-type="ul">ADOM RPG will have a simple skill system (somewhat reminiscient of proficiencies in AD&D 2e). Skills use advantage/disadvantage based checks and you can only every once in a while increase a skill by one level - no fiddly stuff like the point mess in 3e.</li> <li data-xf-list-type="ul"> No feats. I always disliked their fiddliness and the hundreds of feats you had to memorize. Combat specializations are handled via a few skills (like Mounted Combat, Berserkering, Two-Handed Combat and some more) and aligned with the rest of the skill system.</li> <li data-xf-list-type="ul"> Multi-classing more in line with 2e (but with experience penalties for multi-classed characters), dual-classing and (as an option) dual-classed multi-classing. For all races including humans.</li> <li data-xf-list-type="ul">ADOM RPG won't have a Vancian spell system but will use power points to make magic a lot more flexible.</li> <li data-xf-list-type="ul">I like the idea of Bounded Accuracy but IMHO 5e went too far. I like the OSR idea of not everything being in need of balancing but rather requiring players to always be careful and use their brains.</li> <li data-xf-list-type="ul">Modern layout. Full color. Amazing art. Great typography. I just can't stand yet another game that looks like the 80s. Most of that stuff was really ugly. We can do better.</li> </ul><p></p><p>You can see current samples at <a href="https://www.adom-rpg.com/samples" target="_blank">https://www.adom-rpg.com/samples</a> and the first three blog posts with design thoughts are up, too. More to come.</p></blockquote><p></p>
[QUOTE="TheCreatorOfADOM, post: 7544381, member: 6982187"] Actually I'm just doing that with my ADOM RPG (see [url]https://www.adom-rpg.com[/url]). As for process: If I had the resources I'd be doing it like WotC. As for the actual design: [LIST] [*]I love OSR, so that obviously would be my base - with the good ideas (especially advantage/disadvantage from 5e). [*]I'm adding more classes (to fit my world) but wouldn't do subclasses for the sake of simplicity. [*]ADOM RPG will have a simple skill system (somewhat reminiscient of proficiencies in AD&D 2e). Skills use advantage/disadvantage based checks and you can only every once in a while increase a skill by one level - no fiddly stuff like the point mess in 3e. [*] No feats. I always disliked their fiddliness and the hundreds of feats you had to memorize. Combat specializations are handled via a few skills (like Mounted Combat, Berserkering, Two-Handed Combat and some more) and aligned with the rest of the skill system. [*] Multi-classing more in line with 2e (but with experience penalties for multi-classed characters), dual-classing and (as an option) dual-classed multi-classing. For all races including humans. [*]ADOM RPG won't have a Vancian spell system but will use power points to make magic a lot more flexible. [*]I like the idea of Bounded Accuracy but IMHO 5e went too far. I like the OSR idea of not everything being in need of balancing but rather requiring players to always be careful and use their brains. [*]Modern layout. Full color. Amazing art. Great typography. I just can't stand yet another game that looks like the 80s. Most of that stuff was really ugly. We can do better. [/LIST] You can see current samples at [url]https://www.adom-rpg.com/samples[/url] and the first three blog posts with design thoughts are up, too. More to come. [/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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