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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="steeldragons" data-source="post: 7544774" data-attributes="member: 92511"><p>Piratecat! Long time, no see. I still owe you guys a coupla group pix of Abernathy's Company, don't I. I should really get on that...how many years has it been?</p><p></p><p>Anywho, to the question/thread at hand..."how would I do it?"...</p><p></p><p>Go to each edition/game system I like/enjoy and pull otu the best bits/parts I like the most and incorporate them all into one system. So...</p><p></p><p>1. Standard d20 system. Attacks, skill rolls, save rolls.</p><p></p><p>2. Standard 6 ability scores. 4d6, drop the lowest, arrange to taste. Ability core increases built into character advancement at periodic levels. Slight increase in base modifier/bonus & penalty numbers. Include Racial/species-ial maximums (and a few min's).</p><p></p><p>3. Formulaic non-human race/species bonus abilities to promote character balance across species.</p><p></p><p>4. Alignments that are effective, important, and have in-game/in-world consequences for PCs.</p><p></p><p>5. Class structures that are broken into category/groupings, each with its own HD, Prime Ability and ability score requirements, armor/weapon norms and proficiency advancements, skills and skill advancement, special/specific features, expertises, restrictions/limitations, etc...</p><p>--Mystics: d8s. Light & Medium armors & shields. Limited weapons. Prime Ability: Wisdom. Main Class thing: Channeling/Special [domain/deity related] powers.</p><p>Cleric (default), + Druid, + Templar (nee Paladin), + additional 'expert & advanced" options.</p><p>--Rogues: d10's. Light armors, no shields. Most weapons. Prime Ability: Dexterity. Main Class thing: Skill Expertise/Special [non magical] skills. </p><p>Thief (default), + Acrobat, + Ranger, + additional "advanced" options.</p><p>--Warriors: d12's. All armors, all shields. All weapons. Prime Ability: Strength. Main Class thing: Combat Expertise/Special [non-magical] maneuvers.</p><p>Fighter (default), + Knight, + Barbarian, + additional "expert & advanced" options.</p><p>--Wizards: d6's. No armor/no shields. Very limited weapons. Prime Ability: Intelligence. Main Class thing: Magic (spells/powers) use/Special [supernatural] abilities.</p><p>Mage (default), + Illusionist, + Psychic, + additional "expert & advanced" options.</p><p></p><p>6. Include as part of character creation and development "subclass/background/themes" akin to 5e backgrounds but with more in-game utility including, for some, combat uses. So a PC has a species, a class, and a theme [eventually multiple].</p><p></p><p>7. Broken up into "mini-games" with their own expectations for play, diversity, and complexity:</p><p>--"Beginner/low level (1-5)/Basic" game. Simplest version. Fewest options. Easiest (theoretically "smoothest/fastest") play.</p><p>--"Experienced/mid level (6-13)/Expert" game. Introduces more PC options (races, classes, subclass "themes"). Styles/locations for travel/adventure. Tougher monsters, more weapons, "bigger" magics, optional/additional features to incorporate or not (such as combat maneuvers, skill system to increase skill bonuses beyond "standard/basic" game modifiers, introduce strongholds & followers, etc...).</p><p>--"Master/high level (14-20+)/Advanced" game. Introduces more PC options. Inter-/Extra-planar travel/adventure. Tougher monsters, more weapons, "still and yet bigger" magics, more optional/additional features to incorporate or not (army/siege combat, kingdom/empire building, meta-magics & interchangeable spell level/slots, etc...)</p><p></p><p>(8. Introduce/expand player options with supplemental materials for further granular classes/subclasses, races/subraces, magic systems, rituals/spells, etc. etc. etc... As we all know, this is fantasy, it can go on forever. We wouldn't be trying to do that. Just flavorful and fun extra options...enough information and examples that people that want to "make up their own [race/class/skill/theme/whatever" are more than capable.) </p><p></p><p>Probably some more stuff...can't really recite my entire homebrewed system off the top of my head.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7544774, member: 92511"] Piratecat! Long time, no see. I still owe you guys a coupla group pix of Abernathy's Company, don't I. I should really get on that...how many years has it been? Anywho, to the question/thread at hand..."how would I do it?"... Go to each edition/game system I like/enjoy and pull otu the best bits/parts I like the most and incorporate them all into one system. So... 1. Standard d20 system. Attacks, skill rolls, save rolls. 2. Standard 6 ability scores. 4d6, drop the lowest, arrange to taste. Ability core increases built into character advancement at periodic levels. Slight increase in base modifier/bonus & penalty numbers. Include Racial/species-ial maximums (and a few min's). 3. Formulaic non-human race/species bonus abilities to promote character balance across species. 4. Alignments that are effective, important, and have in-game/in-world consequences for PCs. 5. Class structures that are broken into category/groupings, each with its own HD, Prime Ability and ability score requirements, armor/weapon norms and proficiency advancements, skills and skill advancement, special/specific features, expertises, restrictions/limitations, etc... --Mystics: d8s. Light & Medium armors & shields. Limited weapons. Prime Ability: Wisdom. Main Class thing: Channeling/Special [domain/deity related] powers. Cleric (default), + Druid, + Templar (nee Paladin), + additional 'expert & advanced" options. --Rogues: d10's. Light armors, no shields. Most weapons. Prime Ability: Dexterity. Main Class thing: Skill Expertise/Special [non magical] skills. Thief (default), + Acrobat, + Ranger, + additional "advanced" options. --Warriors: d12's. All armors, all shields. All weapons. Prime Ability: Strength. Main Class thing: Combat Expertise/Special [non-magical] maneuvers. Fighter (default), + Knight, + Barbarian, + additional "expert & advanced" options. --Wizards: d6's. No armor/no shields. Very limited weapons. Prime Ability: Intelligence. Main Class thing: Magic (spells/powers) use/Special [supernatural] abilities. Mage (default), + Illusionist, + Psychic, + additional "expert & advanced" options. 6. Include as part of character creation and development "subclass/background/themes" akin to 5e backgrounds but with more in-game utility including, for some, combat uses. So a PC has a species, a class, and a theme [eventually multiple]. 7. Broken up into "mini-games" with their own expectations for play, diversity, and complexity: --"Beginner/low level (1-5)/Basic" game. Simplest version. Fewest options. Easiest (theoretically "smoothest/fastest") play. --"Experienced/mid level (6-13)/Expert" game. Introduces more PC options (races, classes, subclass "themes"). Styles/locations for travel/adventure. Tougher monsters, more weapons, "bigger" magics, optional/additional features to incorporate or not (such as combat maneuvers, skill system to increase skill bonuses beyond "standard/basic" game modifiers, introduce strongholds & followers, etc...). --"Master/high level (14-20+)/Advanced" game. Introduces more PC options. Inter-/Extra-planar travel/adventure. Tougher monsters, more weapons, "still and yet bigger" magics, more optional/additional features to incorporate or not (army/siege combat, kingdom/empire building, meta-magics & interchangeable spell level/slots, etc...) (8. Introduce/expand player options with supplemental materials for further granular classes/subclasses, races/subraces, magic systems, rituals/spells, etc. etc. etc... As we all know, this is fantasy, it can go on forever. We wouldn't be trying to do that. Just flavorful and fun extra options...enough information and examples that people that want to "make up their own [race/class/skill/theme/whatever" are more than capable.) Probably some more stuff...can't really recite my entire homebrewed system off the top of my head. [/QUOTE]
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