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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Just Imagine You Creating..
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="GreatLemur" data-source="post: 3408952" data-attributes="member: 28553"><p>Aw, man, I could really spend way too much time on this.</p><p></p><p><strong>Dungeons & Dragons</strong></p><p></p><p>D&D needs to decide whether or not it's a generic fantasy system, or a full game with a default setting. Personally, I'm pulling for system over setting. I'd redesign D&D to remove the setting-specific assumptions inherent in a lot of its mechanics--alignments as real, objective forces in the world, for example--and genericize the character system for greater flexibility: three ultra-basic character classes (with an optional fourth, if the DM wants to draw a distinction between arcane and divine magic), with a hell of a lot of feats and skills to customize them.</p><p></p><p>And, by God, it's got to be easy and math-light: D&D is the gateway drug of RPGs, and it needs to be able to hook people who didn't spend their youth optimizing their Magic decks. Feats should be organized into logical, thematic lists, each entry including simple language explaining why someone would want to take that feat (as opposed to giving us one sentence of nearly meaningless flavor text and then on to the numbers and fiddly bits).</p><p></p><p>The combat system also needs to be streamlined for the sake of newb-friendliness: Page upon page of special-case rules are a barrier to entry that this game does not need. Attacks of opportunity can be a lot of fun, but they definitely ain't for everybody. And, seriously, do we really need weapon lists that distinguish between eight different types of axe? Or between axes and swords <em>at all</em>?</p><p></p><p>Monsters would require a new system to make them just as flexible as PCs. "Level" would be the same thing as HD, ECL, or CR. Adding templates and class levels to monsters would be the rule, rather than the exception, and would of course be vastly simplified.</p><p></p><p>I'd keep most of the stuff that falls outside of the mainstream Western notion of the "fantasy" genre out of the core books--in terms of both PCs and monster options--but <em>pour it on</em> in the optional books. Supplements would be based on sub-genre themes or world elements. Instead of books of new stuff for arcane magic users or things to do in desert settings, there'd be books on steampunk, science-fantasy, sword-and-sorcery, biomancy, demonic powers, technomagic, alchemy, and so on. These would include the expected character options and monsters, and also optional rules variants to support campaigns of different genres and levels of complexity.</p><p></p><p></p><p><strong>World of Darkness</strong></p><p></p><p>Okay, I tried to do WoD, but it just turned into six paragraphs of me kicking White Wolf around. I've got other forums where I can go to be mean; EN World is where I try to be nice.</p><p></p><p>Short, non-mean version: My World of Darkness would be a more flexible game with less strict, setting-focused content. There would be much, much less emphasis on ancient, powerful organizations of supernatural beings. There'd be more room for your character to be something unique and unprecedented, instead of one more of a giant club. Character generation would be more freely point-based, with no race-class paradigm. "Metaplot" would be nonexistent, and game fiction would be minimal.</p><p></p><p>Also, "magic" would go back to the old consensus/paradigm/paradox bit, instead of the "wizards from Atlantis" business in the new Mage.</p><p></p><p>I'm going to stop, now.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3408952, member: 28553"] Aw, man, I could really spend way too much time on this. [b]Dungeons & Dragons[/b] D&D needs to decide whether or not it's a generic fantasy system, or a full game with a default setting. Personally, I'm pulling for system over setting. I'd redesign D&D to remove the setting-specific assumptions inherent in a lot of its mechanics--alignments as real, objective forces in the world, for example--and genericize the character system for greater flexibility: three ultra-basic character classes (with an optional fourth, if the DM wants to draw a distinction between arcane and divine magic), with a hell of a lot of feats and skills to customize them. And, by God, it's got to be easy and math-light: D&D is the gateway drug of RPGs, and it needs to be able to hook people who didn't spend their youth optimizing their Magic decks. Feats should be organized into logical, thematic lists, each entry including simple language explaining why someone would want to take that feat (as opposed to giving us one sentence of nearly meaningless flavor text and then on to the numbers and fiddly bits). The combat system also needs to be streamlined for the sake of newb-friendliness: Page upon page of special-case rules are a barrier to entry that this game does not need. Attacks of opportunity can be a lot of fun, but they definitely ain't for everybody. And, seriously, do we really need weapon lists that distinguish between eight different types of axe? Or between axes and swords [i]at all[/i]? Monsters would require a new system to make them just as flexible as PCs. "Level" would be the same thing as HD, ECL, or CR. Adding templates and class levels to monsters would be the rule, rather than the exception, and would of course be vastly simplified. I'd keep most of the stuff that falls outside of the mainstream Western notion of the "fantasy" genre out of the core books--in terms of both PCs and monster options--but [i]pour it on[/i] in the optional books. Supplements would be based on sub-genre themes or world elements. Instead of books of new stuff for arcane magic users or things to do in desert settings, there'd be books on steampunk, science-fantasy, sword-and-sorcery, biomancy, demonic powers, technomagic, alchemy, and so on. These would include the expected character options and monsters, and also optional rules variants to support campaigns of different genres and levels of complexity. [b]World of Darkness[/b] Okay, I tried to do WoD, but it just turned into six paragraphs of me kicking White Wolf around. I've got other forums where I can go to be mean; EN World is where I try to be nice. Short, non-mean version: My World of Darkness would be a more flexible game with less strict, setting-focused content. There would be much, much less emphasis on ancient, powerful organizations of supernatural beings. There'd be more room for your character to be something unique and unprecedented, instead of one more of a giant club. Character generation would be more freely point-based, with no race-class paradigm. "Metaplot" would be nonexistent, and game fiction would be minimal. Also, "magic" would go back to the old consensus/paradigm/paradox bit, instead of the "wizards from Atlantis" business in the new Mage. I'm going to stop, now. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Just Imagine You Creating..
Top