TerraDave
5ever, or until 2024
It all about layers.
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Setting the Bar)
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Setting the Bar)
Something about rules add-ons defining the type of game i'd be running as a GM rankles me-not sure what it is though.
That's a loaded gun. The way the optimizers are pouncing on this or that mechanic, and then WoTC has to nerf a variety of powers accordingly, imagine the headache of balancing for each layer and balancing for the almost infinite interactions between multiple layers.So long as the costs are well balanced....
I think you've got it backwards - the type of game you're running defines the rules add-ons you're using.
I think you've got it backwards - the type of game you're running defines the rules add-ons you're using.
Something about rules add-ons defining the type of game i'd be running as a GM rankles me-not sure what it is though.
First, we’d need clear names for any new sub-systems. You’d want to tell a new player that you’re using feats and skills for all characters, martial maneuvers for fighters and rogues, domains for clerics, and school specialization for wizards, or whatever your specific mixture of options looks like.
With this approach, rules modules serve to help a DM define a campaign. Some of the options apply to the core, but others are tools to customize a game and create a unique setting. Ideally, using these options is no different for a DM than explaining to a player that her campaign is set in renaissance Italy combined with air ships, dragon overlords, and magic.
By tying options to how they affect character power, and using that increase as a tool for DMs, we can create a menu of options that allow a DM to sculpt the rules to match a campaign. If those options are conceived, designed, and presented correctly, they become useful identifiers that DMs and players can use to describe their preferences and campaigns.
It all about layers.