Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is there a need for a simplified D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iron Sheep" data-source="post: 1756097" data-attributes="member: 4965"><p>I've thought a bit about what would be needed to make a nice "Basic D&D" or "D&D Lite," and I think that the most important thing is that while many options and complexities would have to come out, to be a successful first-step to "Real D&D" you have to be able to put the options and complexities back in without resetting the game.</p><p></p><p>In other words, any character you create with the "Lite" rules should still be a valid character with the "Real" rules.</p><p></p><p>So simplifications like Unearthed Arcana's "Max Ranks" skill system (where you just pick skills, and automatically get max ranks in them) would be good, since they still produce valid characters.</p><p></p><p>In fact, you could probably have a quite enjoyable game where you simply present a collection of character packages like "Dwarven Fighter," "Swashbuckler," or "Halfling Rogue" that consist of valid, reasonably optimised characters where your skill and feat choices have already been made. You could even construct packages using multiclassing.</p><p></p><p>The biggest problem would be finding the sweet spot of just how many packages you should have: Fighter, Mage, Rogue, Cleric is probably too few; spelling out every possible race/class combination and class variant is too many.</p><p></p><p>As far as the more intricate rules, a lot of the intricacies go away if you remove the exceptions. No tumble skill, or Mobility or Combat Reflexes feats, and limit combat special actions, and attacks of opportunity become much simpler; if you do a bit of work you could probably get it down to the level of "if you move through a threatened square, you get attacked." It's less important to have these rules be precisely compatible with "real" D&D since they apply to specific, transitional situations, and it's much easier to later say "OK, we're playing with this more detailed, but slightly different rule now."</p><p></p><p>In summary: keep characters upward compatible between versions of the game; other rules can be simplified if it really helps the level of complexity.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 1756097, member: 4965"] I've thought a bit about what would be needed to make a nice "Basic D&D" or "D&D Lite," and I think that the most important thing is that while many options and complexities would have to come out, to be a successful first-step to "Real D&D" you have to be able to put the options and complexities back in without resetting the game. In other words, any character you create with the "Lite" rules should still be a valid character with the "Real" rules. So simplifications like Unearthed Arcana's "Max Ranks" skill system (where you just pick skills, and automatically get max ranks in them) would be good, since they still produce valid characters. In fact, you could probably have a quite enjoyable game where you simply present a collection of character packages like "Dwarven Fighter," "Swashbuckler," or "Halfling Rogue" that consist of valid, reasonably optimised characters where your skill and feat choices have already been made. You could even construct packages using multiclassing. The biggest problem would be finding the sweet spot of just how many packages you should have: Fighter, Mage, Rogue, Cleric is probably too few; spelling out every possible race/class combination and class variant is too many. As far as the more intricate rules, a lot of the intricacies go away if you remove the exceptions. No tumble skill, or Mobility or Combat Reflexes feats, and limit combat special actions, and attacks of opportunity become much simpler; if you do a bit of work you could probably get it down to the level of "if you move through a threatened square, you get attacked." It's less important to have these rules be precisely compatible with "real" D&D since they apply to specific, transitional situations, and it's much easier to later say "OK, we're playing with this more detailed, but slightly different rule now." In summary: keep characters upward compatible between versions of the game; other rules can be simplified if it really helps the level of complexity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is there a need for a simplified D&D?
Top