Vaalingrade
Legend
Replace Name Level with Jean Shorts level?Basically everything that Dungeon Crawl Classics already has. Plus, Digimon references
Replace Name Level with Jean Shorts level?Basically everything that Dungeon Crawl Classics already has. Plus, Digimon references
I also think that PF2 threads this needle quite well in terms of how it plays, too. So it can be done.I feel like these two are at odds.
They can be, but it depends on how these aspects interact. People have mentioned Pathfinder 2 as threading this needle, but I would also add that Fantasy AGE, Cypher System, and Worlds Without Number work in a similar "3e options and 5e simplicity" design space, regardless of the respective strengths and weaknesses of each system.I feel like these two are at odds.
Well, I'm riffing off of the thread topic, which is a hypothetical "perfect D&D." So why not be idealistic?Not trying to be difficult, but has any RPG, in your opinion, really actually managed to pull off a system like that without it being ghastly?
Because I've seen systems try it since literally the 1990s (FUZION, for example), and it's just been one car crash after another in my eyes. Not that it couldn't be done, in theory maybe it could be.
Your point #7 above is bang on. Couldn't have said it better.My perfect version of D&D would probably steal mechanics heavily from 4E, 5E, and Worlds Without Number, as well as a few other systems, like key things it needs are:
1) Combat that at least can be TtoM without being wrecked.
2) Encounter-based design and balancing, rather than attrition-based design.
3) Heavier use of ritual magic.
4) Monsters that are defeated through knowing their weaknesses more (hopefully without just making them immune to everything).
5) No power gap between casters and others, and none of this "start weak become mega-OP" nonsense (which explicitly the design of OD&D, note)
6) Not species-as-class but stuff like vampire-as-class? Go for it. If it's a thing you can be transformed into, cool.
7) Multiclassing where you're actually both classes (probably 2 class max MC'ing, three classes was always shenanigans), you're not just taking a level in X. I think this would actually be easier to balance, long-term, as it entirely avoids "dips" and similar nonsense. Some classes could be basically MC only like Worlds Without Number.
8) Good rules/guidelines for improved stuff in combat. It's so profoundly odd that 4E, the most regimented D&D game in combat is the only one which had these. If you're ever forced to make more than one d20 roll to do something in combat, that action should be commensurately stronger if it works.
9) Feats more as a tool to customize your character than to just make them stronger.
Etc.
Wouldn't it then make sense to just play DCC?Basically everything that Dungeon Crawl Classics already has. Plus, Digimon references
i think alignment is a great concept with a bad rep from misuse and misunderstanding, as well as being a quick and easy summary of your character's values and methods it's interesting for informing how npcs both divine and mortal might react differenly to you based on your respective alignments, i think there ought to be more mechanical systems that are affected by alignment so that your character action choices have an actual influence on more things (but not penalties for changing/going against your alignment, it's descriptive not prescriptive)alignment
this means like herbalism kit or disguse kit right? EDIT: after reading tetrasodiums response on what kits actually are i still want thesekits
more character build choices? definitely, also ties into the fact i didn't vote for multiclassing so this is my chosen method for getting cross-class abilitesprestige classes
giving classes a clear purpose in how they're meant to contribute is good for building them to be effectiveclass archetypes
people deserve choicespsionics (that is not just magic)
the AEDU system was actually good you guysencounter abilities
martials should be allowed to be cool without requiring magiccomplex martials
simple, yet effective, however also, have stacking bonusesdis/advantage
20 levels is enough20 levels or less
lots of species to choose from is good, but that doesn't mean you need to be using them all at the same timebroad species choice
i struggle to understand how combat would work without it considering basically everything has a range/areagrid based combat
depth in challenges is goodskill challenges
assuming exploration rules are included in this toodetailed travel/journey rules
they're goodskills
more customisation options are always betterfeats
just my preference of the optionsability based saves
simple but effectiveproficiency bonus
variety is the spice of lifeXP from treasure/combat/story
see featsplayer facing item creation
see feats again, this time because it you get to face the same monsters with different flavourtemplates for monsters
unexpected items can be interestingrandom loot tables
a generic floating +2, +1, is flavourless and bland, i'd rather have the mechanics support the fiction/lore, i know they're not the only contributor but i think they still matter as a contributor, you can already play any species/class combination floating modifiers doesn't 'unlock' any options for you unless you care more about optimisation over narrativefixed/default species modifiers
species is a sorely underwhelming contributor to building your character, it deserves to be more impactfulspecies as secondary class/species exclusive feats and ability progression
honestly i think multiclassing is overly complicated and too prone to being exploited by powergamersopen multiclassing
just no, get back in line you jumped up nerd, i honestly think they should be a utility/support class with minimal offensive magics, we have enough offensive magic classes.quadratic wizards