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Is there a need for a simplified D&D?
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<blockquote data-quote="Grayhawk" data-source="post: 1756027" data-attributes="member: 11288"><p>I agree. But before getting into the 'hows', I wanted to see if anyone shared my view. </p><p></p><p>I already don't use prestige classes, so they would be one of the first things to go. I would like to keep some way of multiclassing, though. For skills, maybe something a long the lines of Unearthed Arcana's 'Maximum Ranks, Limited Choices' variant, but with fewer (some consolidated) skills. About combat options, I'd like to keep stuff like Sunder, Grapple, Trip, etc - but overhauled to a much simpler, unified mechanic.</p><p></p><p>Agreed. Especially about the group's desire to learn the rules. My players still haven't quite gotten the grip on AoO's, grapples, etc. All of them only own the PHB and none are as dedicated as me, so they don't read messageboards like this one or even know of the existence of Prestige Classes (which is just as well, since I don't use them).</p><p>I recently learned about this product and went to their boards and signed up, only to learn that their PHB forum were closed to non play testers(?)</p><p></p><p>I already am <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>What are these?</p><p></p><p>That's what I'm looking for.</p><p></p><p>Exactly. I truly feel that this system is great for computer games, where the bulk of the rules applications and calculations can take place behind the scenes, but I don't feel it lends itself well to a fluid tabletop game.</p><p></p><p>It might, but when I started it I just wanted to see how people felt about it, without necessarily getting into specifics. If the thread turns into that, I guess someone can move it. Regarding your suggestions, I was thinking about reducing skills in much the same way and obviously also getting rid of AoO's. But I don't think that the number of classes need to be scaled that far back.</p><p></p><p>If anyone has specific information on the Castles and Crusades game, as well as to what's really in the D&D Basic Game box, I'd like to hear about it.</p><p></p><p>(And please excuse me for this abysmally long post <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> )</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1756027, member: 11288"] I agree. But before getting into the 'hows', I wanted to see if anyone shared my view. I already don't use prestige classes, so they would be one of the first things to go. I would like to keep some way of multiclassing, though. For skills, maybe something a long the lines of Unearthed Arcana's 'Maximum Ranks, Limited Choices' variant, but with fewer (some consolidated) skills. About combat options, I'd like to keep stuff like Sunder, Grapple, Trip, etc - but overhauled to a much simpler, unified mechanic. Agreed. Especially about the group's desire to learn the rules. My players still haven't quite gotten the grip on AoO's, grapples, etc. All of them only own the PHB and none are as dedicated as me, so they don't read messageboards like this one or even know of the existence of Prestige Classes (which is just as well, since I don't use them). I recently learned about this product and went to their boards and signed up, only to learn that their PHB forum were closed to non play testers(?) I already am :) What are these? That's what I'm looking for. Exactly. I truly feel that this system is great for computer games, where the bulk of the rules applications and calculations can take place behind the scenes, but I don't feel it lends itself well to a fluid tabletop game. It might, but when I started it I just wanted to see how people felt about it, without necessarily getting into specifics. If the thread turns into that, I guess someone can move it. Regarding your suggestions, I was thinking about reducing skills in much the same way and obviously also getting rid of AoO's. But I don't think that the number of classes need to be scaled that far back. If anyone has specific information on the Castles and Crusades game, as well as to what's really in the D&D Basic Game box, I'd like to hear about it. (And please excuse me for this abysmally long post :heh: ) [/QUOTE]
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