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General Tabletop Discussion
*Dungeons & Dragons
Let's discuss the Apprentice Tier.
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<blockquote data-quote="Warbringer" data-source="post: 6117332" data-attributes="member: 14391"><p>I think the tiers are a "head nod" towards different play styles that exist in D&D, but its just a head nod.</p><p></p><p>I think the rules should allow more flexibility than currently presented, to use the parlance that is used on these boards , "dials": Gritty, Traditional, Heroic, Exalted (or whatever).</p><p></p><p>Play style is not about what level I want to start at; its about the theme and experience of the campaign. A couple of levels that are less powerful doesn't capture that, and at most tables the PCs will reach current 1st level in less than a week in game time and 3 or so game sessions; not really a feel there.</p><p></p><p>These dials should address: hit dice, progression, maneuvers/spells, backgrounds, equipment, ability score ranges (point buy/#d6 rolled), healing</p><p></p><p>For example (assuming current play test is "Traditional")</p><p></p><p><strong>Gritty</strong></p><p>Hit Dice - all one size lower; no con modification</p><p>Progression: monsters value 1/10th value, adventurers must train between levels (1 week per level), no multiclassing (if not taken at 1st level)</p><p>Maneuvers/spells: Hardest to scale. Ideally, the rules would only give you so many slots (like 13th Age) then the power of those slots scale. In lieu of that, Spells do x*level points of damage per level. Expertise dice - 1 dice from traditional. Skill dice one step down (d4->d2, etc). </p><p>Backgrounds: All backgrounds are mundane (along lines of warhammer professions) with very low game impact. Gives access to one trained skill (only way of getting skills); no specialties until 3rd/5th</p><p>Equipment: Start with 50-100 silver and one simple weapon</p><p>Ability Score Range 3d6, matrix (15;13;12;11;10;8)</p><p>Healing: All damage is considered "meat"; healing is 1 hp per die, reaching 0 requires extended medical/magical healing. When below healing magical required to take you to 0, rest discarded; max healing healing level 10%/max: so a 3rd level spell can only ever return you to 30% of your max hit points (if you reached 0), rest must be natural healing ... this is the "i have done all I can do for him")</p><p></p><p>Anyway, won't happen <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=":)" />... but rules should be built to scale (or manage scaling modules).</p></blockquote><p></p>
[QUOTE="Warbringer, post: 6117332, member: 14391"] I think the tiers are a "head nod" towards different play styles that exist in D&D, but its just a head nod. I think the rules should allow more flexibility than currently presented, to use the parlance that is used on these boards , "dials": Gritty, Traditional, Heroic, Exalted (or whatever). Play style is not about what level I want to start at; its about the theme and experience of the campaign. A couple of levels that are less powerful doesn't capture that, and at most tables the PCs will reach current 1st level in less than a week in game time and 3 or so game sessions; not really a feel there. These dials should address: hit dice, progression, maneuvers/spells, backgrounds, equipment, ability score ranges (point buy/#d6 rolled), healing For example (assuming current play test is "Traditional") [B]Gritty[/B] Hit Dice - all one size lower; no con modification Progression: monsters value 1/10th value, adventurers must train between levels (1 week per level), no multiclassing (if not taken at 1st level) Maneuvers/spells: Hardest to scale. Ideally, the rules would only give you so many slots (like 13th Age) then the power of those slots scale. In lieu of that, Spells do x*level points of damage per level. Expertise dice - 1 dice from traditional. Skill dice one step down (d4->d2, etc). Backgrounds: All backgrounds are mundane (along lines of warhammer professions) with very low game impact. Gives access to one trained skill (only way of getting skills); no specialties until 3rd/5th Equipment: Start with 50-100 silver and one simple weapon Ability Score Range 3d6, matrix (15;13;12;11;10;8) Healing: All damage is considered "meat"; healing is 1 hp per die, reaching 0 requires extended medical/magical healing. When below healing magical required to take you to 0, rest discarded; max healing healing level 10%/max: so a 3rd level spell can only ever return you to 30% of your max hit points (if you reached 0), rest must be natural healing ... this is the "i have done all I can do for him") Anyway, won't happen :)... but rules should be built to scale (or manage scaling modules). [/QUOTE]
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Let's discuss the Apprentice Tier.
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