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<blockquote data-quote="bringerofbroom" data-source="post: 5788299" data-attributes="member: 55812"><p>4d6, keep best-->point buy</p><p>------------------> More generous but random</p><p>------------------> 3d6 in order</p><p>------------------> <strong>Alt char gen (life path, 0 level test characters, etc)</strong></p><p></p><p>in Core, no stat rolls or points - you have a pick up and play character. changes can be dealt with on levelling up. For more advanced rules, a point buy. </p><p></p><p></p><p>Ability scores-->Simple Skills-->More involved Skills</p><p>------------------> Skill challenges</p><p>------------------> Non combat conflict rules</p><p>------------------> Old school, roll less approach</p><p></p><p>Skills as a modified ability check. </p><p></p><p>Standard Races--> Feat customizable races</p><p>------------------> Flexible race features</p><p>------------------> Variant, non core, races and sub-races</p><p>------------------> Themes, origins, backgrounds, etc</p><p></p><p>Core with standard races, built using a standardised build system available in the advanced rules. </p><p></p><p>Standard Classes --> Feat customizable classes (--> custom/point buy classes)</p><p>------------------> Flexible class features</p><p>------------------> Variant, non core, classes</p><p>------------------> Variant power sources (psionics, alt magic systems)</p><p>----------------(--> see themes above)</p><p></p><p>Core with standard classes, built using a standardised build system available in the advanced rules. </p><p></p><p>9 alignments--> that matters somewhat</p><p>------------------> Or not</p><p>------------------> Or are different</p><p></p><p>Alignment should be something that is only labelled on the truly extreme ( Demons et al ) but should have a pronounced mechanical effect in that case. Basically, if you are tagged as EVIL, you are a walking zone of unholiness, and vice versa. </p><p></p><p>Spells for some --> Powers for more</p><p>------------------> Combat maneuvers </p><p>------------------> Meta-magic</p><p>----------------(--> Variant power sources (psionics, alt magic systems)</p><p></p><p>Yes. But you dont NEED them for a good character. A Core wizard has a few powers ( eg magic missile, mage hand ) that can scale with level or can be added to by getting additional powers and/or spells ( and spells in this form being similar to 4e rituals ). There should be lots of options, hopefully reasonably well balanced gainst each other. </p><p></p><p>“BECMI with ascending AC” combat --> more grid oriented, attacks of opportunity combat</p><p>------------------> Action points</p><p>------------------> (more interesting) crits and fumbles</p><p>------------------> Parry rolls, facing, other combat options</p><p>------------------>Alt defenses (static if saves default…)</p><p>------------------> (see power and maneuvers above)</p><p></p><p>Change the descriptions for ranges et al in combat back to real world measures rather than squares/hexes, so you do not NEED a grid to run a fight. Action points are good, as they can increase drama, and represent the last minute comeback attacks in a good dramatic fight. The way i imagine combat to end up is that the Core combat rules will be the complex combat rules available in the advanced options, but with a number of assumptions built in so they dont need to be accounted for in core combat. </p><p></p><p>Healing daily, or with a cleric --> more generous resting rules</p><p>------------------> Surges</p><p>------------------> Wound system</p><p></p><p>No Surges, or surges only from Action points. </p><p></p><p>Drop at 0, dead at -10 --> dead at this…or that…but not quite yet</p><p>------------------> 0=dead</p><p></p><p>KO at any hit points. some mechanic needs to be in place so that a character can be knocked out whilst still having all their hit points. at 0 hit points you go in to death states, and even if you survive going to 0 or below, there need to be consequences. </p><p></p><p>Opponents in a monster book --> have simple underlying math and can be adjusted easily</p><p>------------------> “built” with some work</p><p></p><p>Sounds good. a system to Build and modify monsters, along with a collection of monsters built with said system would be a great boon. </p><p></p><p>Standard equipment --> superior/exotic items</p><p>------------------> Odd and inferior items</p><p>------------------> Alchemical items</p><p>------------------> Encumbrance--> bulk system</p><p></p><p>in Core, standard equipment. in Advanced, all the above. </p><p></p><p>Default treasure set by DM--> that can sometimes be made or bought</p><p>------------------> Formally influenced by PCs</p><p>------------------> Cursed</p><p>------------------> Intelligent</p><p>------------------> Artifact</p><p>------------------> Trade goods and non-standard treasure </p><p>------------------> Alternate rewards (titles, etc)</p><p>------------------> Ray guns and flying cars</p><p></p><p>All of the above. Keep just Default treasure sets in Core, the rest in Advanced, although modifiable to suit the setting. </p><p></p><p>Adventure with the party--> +trusted retainers</p><p>------------------> Followers, some day</p><p>------------------> A castle, some day</p><p>------------------> A domain, some day</p><p>------------------> Complications (ie a personal life) </p><p>------------------> Contacts (with rules for them) </p><p></p><p>All of the above. Core is the party and maybe some retainers. The rest in advanced. </p><p></p><p>Minimal default setting --> Elaborated default</p><p>------------------>Homebrew</p><p>------------------> Published setting</p><p>------------------> Default cosmology -->Alt cosmology</p><p></p><p>Enough in the initial starter set / DM book to run a small region ( along the lines of Nentir Vale ). Some setting design rules in advanced, and a Worldbuilders guide later on. </p><p></p><p>__________________</p></blockquote><p></p>
[QUOTE="bringerofbroom, post: 5788299, member: 55812"] 4d6, keep best-->point buy ------------------> More generous but random ------------------> 3d6 in order ------------------> [B]Alt char gen (life path, 0 level test characters, etc)[/B] in Core, no stat rolls or points - you have a pick up and play character. changes can be dealt with on levelling up. For more advanced rules, a point buy. Ability scores-->Simple Skills-->More involved Skills ------------------> Skill challenges ------------------> Non combat conflict rules ------------------> Old school, roll less approach Skills as a modified ability check. Standard Races--> Feat customizable races ------------------> Flexible race features ------------------> Variant, non core, races and sub-races ------------------> Themes, origins, backgrounds, etc Core with standard races, built using a standardised build system available in the advanced rules. Standard Classes --> Feat customizable classes (--> custom/point buy classes) ------------------> Flexible class features ------------------> Variant, non core, classes ------------------> Variant power sources (psionics, alt magic systems) ----------------(--> see themes above) Core with standard classes, built using a standardised build system available in the advanced rules. 9 alignments--> that matters somewhat ------------------> Or not ------------------> Or are different Alignment should be something that is only labelled on the truly extreme ( Demons et al ) but should have a pronounced mechanical effect in that case. Basically, if you are tagged as EVIL, you are a walking zone of unholiness, and vice versa. Spells for some --> Powers for more ------------------> Combat maneuvers ------------------> Meta-magic ----------------(--> Variant power sources (psionics, alt magic systems) Yes. But you dont NEED them for a good character. A Core wizard has a few powers ( eg magic missile, mage hand ) that can scale with level or can be added to by getting additional powers and/or spells ( and spells in this form being similar to 4e rituals ). There should be lots of options, hopefully reasonably well balanced gainst each other. “BECMI with ascending AC” combat --> more grid oriented, attacks of opportunity combat ------------------> Action points ------------------> (more interesting) crits and fumbles ------------------> Parry rolls, facing, other combat options ------------------>Alt defenses (static if saves default…) ------------------> (see power and maneuvers above) Change the descriptions for ranges et al in combat back to real world measures rather than squares/hexes, so you do not NEED a grid to run a fight. Action points are good, as they can increase drama, and represent the last minute comeback attacks in a good dramatic fight. The way i imagine combat to end up is that the Core combat rules will be the complex combat rules available in the advanced options, but with a number of assumptions built in so they dont need to be accounted for in core combat. Healing daily, or with a cleric --> more generous resting rules ------------------> Surges ------------------> Wound system No Surges, or surges only from Action points. Drop at 0, dead at -10 --> dead at this…or that…but not quite yet ------------------> 0=dead KO at any hit points. some mechanic needs to be in place so that a character can be knocked out whilst still having all their hit points. at 0 hit points you go in to death states, and even if you survive going to 0 or below, there need to be consequences. Opponents in a monster book --> have simple underlying math and can be adjusted easily ------------------> “built” with some work Sounds good. a system to Build and modify monsters, along with a collection of monsters built with said system would be a great boon. Standard equipment --> superior/exotic items ------------------> Odd and inferior items ------------------> Alchemical items ------------------> Encumbrance--> bulk system in Core, standard equipment. in Advanced, all the above. Default treasure set by DM--> that can sometimes be made or bought ------------------> Formally influenced by PCs ------------------> Cursed ------------------> Intelligent ------------------> Artifact ------------------> Trade goods and non-standard treasure ------------------> Alternate rewards (titles, etc) ------------------> Ray guns and flying cars All of the above. Keep just Default treasure sets in Core, the rest in Advanced, although modifiable to suit the setting. Adventure with the party--> +trusted retainers ------------------> Followers, some day ------------------> A castle, some day ------------------> A domain, some day ------------------> Complications (ie a personal life) ------------------> Contacts (with rules for them) All of the above. Core is the party and maybe some retainers. The rest in advanced. Minimal default setting --> Elaborated default ------------------>Homebrew ------------------> Published setting ------------------> Default cosmology -->Alt cosmology Enough in the initial starter set / DM book to run a small region ( along the lines of Nentir Vale ). Some setting design rules in advanced, and a Worldbuilders guide later on. __________________ [/QUOTE]
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