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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="RangerWickett" data-source="post: 7544921" data-attributes="member: 63"><p>Cutting down on dice rolling is part of it, particularly since I want there to be a few more decision points in <em>how</em> you attack. So attacks would do flat damage, and you only roll d20s. (Sorry, other polyhedral dice. You slow things down.)</p><p></p><p>The two main mechanics were both inspired by the new Legend of the Five Rings card game by FFG, where </p><p></p><ol> <li data-xf-list-type="ol"> you can choose between five different 'Rings' when you attack, and if you win you get some bonus effect (Air steals their honor [aka life total], Earth steals their cards, Fire strengthens/weakens a creature, Water taps/untaps creatures, and Void sucks their fate [aka mana])</li> <li data-xf-list-type="ol">you can lose from running out of honor, OR you can lose by having your 'stronghold' broken. Each player has four provinces and one stronghold, each with their own quirks for how you defeat them. You have to 'break' three provinces (win an attack and deal some extra damage) before you can attack their stronghold, and if you break that, you win.</li> </ol><p></p><p>Provinces start off hidden, and are revealed when first attacked. One province (<strong>Shameful Display</strong>) might let you honor one of your characters and dishonor one of theirs (increasing/decreasing stats). Another (<strong>Endless Plains</strong>) might automatically break when attacked the first time, but force one of the attackers to be discarded (because he's lost in the wilderness). </p><p></p><p>So, in a tabletop format, as part of character creation each PC chooses a number of <strong>Aegises</strong> (2 at low level, more as you get stronger). An aegis is a one-use defense, which replenishes when you get a chance to rest out of combat. When someone attacks you, you can just take the hit, or you can break an aegis to downgrade the attack (critical hit > normal hit > miss > mishap). </p><p></p><p>Each aegis is better in some situations; like <strong>Nimble Footwork</strong> lets you downgrade <em>and</em> move your foe to another space adjacent to you. Most of the time that won't make a big deal, but sometimes it'll be amazing. <strong>Id Insinuation</strong> can downgrade any attack (you psychically predict their strike), but if you downgrade an attack against your Will, you get a free <em>up</em>grade on your next attack against them on your next turn.</p><p></p><p>Monsters and NPCs have aegises too.</p><p></p><p>It's all very rough right now, but my desire is for the system to let you play "rocket tag" with attacks that have fun debilitory effects, but to give PCs the choice of when to use their defenses.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7544921, member: 63"] Cutting down on dice rolling is part of it, particularly since I want there to be a few more decision points in [i]how[/i] you attack. So attacks would do flat damage, and you only roll d20s. (Sorry, other polyhedral dice. You slow things down.) The two main mechanics were both inspired by the new Legend of the Five Rings card game by FFG, where [list=1][*] you can choose between five different 'Rings' when you attack, and if you win you get some bonus effect (Air steals their honor [aka life total], Earth steals their cards, Fire strengthens/weakens a creature, Water taps/untaps creatures, and Void sucks their fate [aka mana]) [*]you can lose from running out of honor, OR you can lose by having your 'stronghold' broken. Each player has four provinces and one stronghold, each with their own quirks for how you defeat them. You have to 'break' three provinces (win an attack and deal some extra damage) before you can attack their stronghold, and if you break that, you win.[/list] Provinces start off hidden, and are revealed when first attacked. One province ([b]Shameful Display[/b]) might let you honor one of your characters and dishonor one of theirs (increasing/decreasing stats). Another ([b]Endless Plains[/b]) might automatically break when attacked the first time, but force one of the attackers to be discarded (because he's lost in the wilderness). So, in a tabletop format, as part of character creation each PC chooses a number of [b]Aegises[/b] (2 at low level, more as you get stronger). An aegis is a one-use defense, which replenishes when you get a chance to rest out of combat. When someone attacks you, you can just take the hit, or you can break an aegis to downgrade the attack (critical hit > normal hit > miss > mishap). Each aegis is better in some situations; like [b]Nimble Footwork[/b] lets you downgrade [i]and[/i] move your foe to another space adjacent to you. Most of the time that won't make a big deal, but sometimes it'll be amazing. [b]Id Insinuation[/b] can downgrade any attack (you psychically predict their strike), but if you downgrade an attack against your Will, you get a free [i]up[/i]grade on your next attack against them on your next turn. Monsters and NPCs have aegises too. It's all very rough right now, but my desire is for the system to let you play "rocket tag" with attacks that have fun debilitory effects, but to give PCs the choice of when to use their defenses. [/QUOTE]
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