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My "Perfect D&D" Would Include...
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<blockquote data-quote="DeviousQuail" data-source="post: 8899748" data-attributes="member: 7025431"><p>I ended up selecting more than half so I clearly enjoy many of the current aspects of D&D.</p><p></p><p>My top 4 in no particular order of importance:</p><ul> <li data-xf-list-type="ul">Skills - No surprise as it is the most popular pick atm. I've been branching out into other games that have different, and sometimes better, skill systems so I'd like to see more of that in D&D. General vs Learned skills and how you can upgrade a particular aspect of the skill along with basic number increases to the overall skill are a nice aspect of Coriolis that I wouldn't mind adding to my perfect D&D.</li> <li data-xf-list-type="ul">Proficiency Bonus - 5e did this about 80% right in my mind. An increasing number to add to rolls that is earned from leveling is something I want in my D&D. Especially in a game with bounded accuracy. The only thing I wish they did was utilize it in a slightly more granular way. I know it goes against simplicity but it's my perfect D&D so [SPOILER="Stream of consciousness inbound "]Untrained (x0), half-prof (x.5), proficient (x1), expert (x1.5), and master (x2). Make most things use the basic proficiency as they already do but give me a few more things that use half-prof, like jack-of-all-trades and remarkable athlete, and make expert slightly less good. Hard code it into the game that you only see expert and master at certain tiers based on the type of roll. Expert skill in tier 2, saves in tier 3, attacks/DC in tier 4. Master skills one tier later. Obviously, limit it so only a few types of rolls for any character ever get above base proficiency. Certain classes might see their expert and master proficiencies come online sooner. E.g. "Expert" or skill-monkey's might see skills increases come sooner, "Tough" classes could get saves sooner, Martial classes get attack prof sooner, etc. Also, 5e saves could be 2 proficient, 2 half-prof, and 2 no prof with a chance to increase these over time. Maybe give me the choice down the line of either turning a prof save into expert or boosting two lower proficiency saves up a step.[/SPOILER]</li> <li data-xf-list-type="ul">Theater of the Mind Based Combat - This one is tricky, but I've come to really like zones, arenas, and even range bands to a lesser extent. Between running Cypher, Coriolis, and dabbling with OSH I got really comfortable with them. I'm fine with games that count squares. Those are my roots. But a slightly less granular way of playing can work. Especially now that I bounce between in person and online play the grid style can sometimes feel cumbersome. I also like the effect they have on melee characters. They come across as way more threatening when you can't count squares and ensure they come up 5 feet short.</li> <li data-xf-list-type="ul">Templates - They're really good at keeping encounters fresh. Pick your basic enemy type, toss templates on a few of them, switch up the template use across encounters, and voila, you've got a dungeon.</li> </ul><p>The only one that I chose that comes with a big asterisk is save or die/suck. Abilities with nasty side effects is fine. Save or die just goes beyond that for me. Save or suck can be fun as long as we aren't doing the 'fail the save and you are stunned for 1d4+5 rounds' crap that I hated in Baldur's Gate. One round durations or granting an additional save roll after damage/the end of a turn works for me. I'm willing to make exceptions but they should be few and far between.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8899748, member: 7025431"] I ended up selecting more than half so I clearly enjoy many of the current aspects of D&D. My top 4 in no particular order of importance: [LIST] [*]Skills - No surprise as it is the most popular pick atm. I've been branching out into other games that have different, and sometimes better, skill systems so I'd like to see more of that in D&D. General vs Learned skills and how you can upgrade a particular aspect of the skill along with basic number increases to the overall skill are a nice aspect of Coriolis that I wouldn't mind adding to my perfect D&D. [*]Proficiency Bonus - 5e did this about 80% right in my mind. An increasing number to add to rolls that is earned from leveling is something I want in my D&D. Especially in a game with bounded accuracy. The only thing I wish they did was utilize it in a slightly more granular way. I know it goes against simplicity but it's my perfect D&D so [SPOILER="Stream of consciousness inbound "]Untrained (x0), half-prof (x.5), proficient (x1), expert (x1.5), and master (x2). Make most things use the basic proficiency as they already do but give me a few more things that use half-prof, like jack-of-all-trades and remarkable athlete, and make expert slightly less good. Hard code it into the game that you only see expert and master at certain tiers based on the type of roll. Expert skill in tier 2, saves in tier 3, attacks/DC in tier 4. Master skills one tier later. Obviously, limit it so only a few types of rolls for any character ever get above base proficiency. Certain classes might see their expert and master proficiencies come online sooner. E.g. "Expert" or skill-monkey's might see skills increases come sooner, "Tough" classes could get saves sooner, Martial classes get attack prof sooner, etc. Also, 5e saves could be 2 proficient, 2 half-prof, and 2 no prof with a chance to increase these over time. Maybe give me the choice down the line of either turning a prof save into expert or boosting two lower proficiency saves up a step.[/SPOILER] [*]Theater of the Mind Based Combat - This one is tricky, but I've come to really like zones, arenas, and even range bands to a lesser extent. Between running Cypher, Coriolis, and dabbling with OSH I got really comfortable with them. I'm fine with games that count squares. Those are my roots. But a slightly less granular way of playing can work. Especially now that I bounce between in person and online play the grid style can sometimes feel cumbersome. I also like the effect they have on melee characters. They come across as way more threatening when you can't count squares and ensure they come up 5 feet short. [*]Templates - They're really good at keeping encounters fresh. Pick your basic enemy type, toss templates on a few of them, switch up the template use across encounters, and voila, you've got a dungeon. [/LIST] The only one that I chose that comes with a big asterisk is save or die/suck. Abilities with nasty side effects is fine. Save or die just goes beyond that for me. Save or suck can be fun as long as we aren't doing the 'fail the save and you are stunned for 1d4+5 rounds' crap that I hated in Baldur's Gate. One round durations or granting an additional save roll after damage/the end of a turn works for me. I'm willing to make exceptions but they should be few and far between. [/QUOTE]
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