My Random Notes on D&D 5

ren1999

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5th Edition Dungeons & Dragons Next 2012

ROLLING A PLAYER CHARACTER
Chose one Ability and assign an 18 to it. Roll a 4d6 and discard the lowest roll. Add the remaining 3d6 to an ability. Repeat this for the 5 remaining abilities.

Player Character Abilities
Strength: 3 to 18
Constitution: 3 to 18
Dexterity: 3 to 18
Wisdom: 3 to 18
Intelligence: 3 to 18
Charisma: 3 to 18

Assign Ability Modifiers based on your ability scores above. An ability score of 1 == -5 ability modifier.
2,3 == -4
4,5 == -3
etc..

Add 1/2 the player's class level to all ability modifiers.

The Pathfinder saving throws for Fortitude, Reflex and Will is very hard to grasp.

4E's system here is better.
Fortitude Defense = 10 + Strength or Constitution modifier + 1/2 level
Reflex Defense = 10 + Dexterity or Intelligence + 1/2 level
Will Defense = 10 + Wisdom or Charisma + 1/2 level

Chose the player character's race.
Dwarf: +1 strength -1 charisma
Halfling: +1 dexterity -1 strength
Elf: +1 charisma -1 ability
Human: +1 intelligence -1 ability
Or chose a previous D&D edition custom race and assign +1 to 1 ability and a -1 to another ability.

Chose the player character's alignment.
Good
Neutral
Chaotic
Evil

Chose 1 player character class.
Fighter: Starting Hit Points 12+strength ability score/12 healing surges/level-up +12 hit points
Rogue: 10+constitution/10 healing surges/+10hp level-up
Cleric: 8+constitution/8 healing surges/+8hp level-up
Wizard: 6+constitution/6 healing surges/+6hp level-up
Or chose a previous D&D edition custom class and decide which of the 4 classes above the class is most like and assign hit points accordingly.

Remove Second Wind and Temporary Hit Points.


What is done when a player character levels-up.
The experience points table should be the same for all classes.
When a player character reaches the number of experience points required to level-up, the player announces which of the 4 classes the player character will level-up in.
Characters can level-up 30 levels total.
Multi-Classing is encouraged. For example, 15th level wizard/15th level fighter.
The player character has the healing surges of the most recent class he or she has leveled-up in.
Player characters gain +1 to all abilities at 11th and 21st level and gain +1 to 1 ability every 5 levels.

Gaining Powers
Encounter and Daily powers can be chosen from a long list of known powers during combat.
There should be no dropping or retraining of powers for player characters. This encourages creativity during combat.
Monsters are still subject to limited powers as stated in their stats.
There should be 30 base template powers for each of the 4 classes.
Upon leveling up, player characters should acquire 2 new powers in the class they chose to level-up in.
A Player-Character who becomes a 30th level Wizard should be able to acquire all of the 30 template powers.

See Pathfinder's Character Advancement Experience Table. I'm partial to Fast level gains here.

Amplify Power:
At 1st class level, expend an encounter power and add +1d to the damage roll or expend a daily power and add +2d to the damage roll of any attack spell below.
Control Power:
At 5th class level, limit the damage -1d8, -2d8, etc. or the squares, speed, duration -1, -2, etc. of the effect.
Trigger Power:
At 10th class level, delay an effect. For example, mark a square when entered triggers the effect.
Share Power:
At 15th level,+1 ally/10 levels may be given a utility such as Feather Fall by line of site or Teleport Portal by touching the caster which grants combat advantage +2 to foes
Stay Power: At 20th level make any prayer or spell permanent.

any at-will or encounter power can be upgraded to a +1[w]damage or +1 target by expending a daily power

(no half-damage in the game / you miss, no damage)

Determine Monster Hit Points
Note the character in the party with the highest at-will damage roll. For example 2d6
minions have 1 hit point and do 1d6 damage max
artilery monsters have 2d6 hit points and do 2d6 damage max
soldier/brute monsters have 3d6 hit points and do 3d6 damage max
controler/leader monsters have 4d6 hit points and do 4d6 damage max

Critical Hits maximum damage on a roll of 20
Critical Fumbles on a roll of 1

Group opportunity/reaction/trigger all together and name it Triggered Action

Group Feats, Utilities Exploits, Powers, Spells, Prayers, Rituals, and Skills all together.
Remove all the redundancy and overlapping of these powers.
 
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Dungeons & Dragons 5th Edition 2012

Previous version problems
monsters have too many hit points
combat takes too long
player characters are too limited in powers, it is boring
too many similar feats and powers
games not play tested
difficulty class should be a 1 table standard
combat conditions are difficult to keep track of

5th Edition Proposals

Previous version problems: The game has become too freaking complicated and time consuming.

5th edition proposal: Make it fast, loose and fun.
 

My fifth edition proposal slash request. Please provide a tight, light core, a good selection of classes and races, and some colourful themes. Alongside that, please provide a handy set of well-tested modules & worldbuilding tools, keep the magic items flavourful, make the books evocatively eye-catching, and improve the taste of iron rations.
 

A common complaint is that of rules bloat - there are increasingly more options as more material is published, paralyzing players (and DMs) with options.

First, I don't see how making a modular game to play however you like will trim down the bloat - quite the opposite.

Second, WOTC like all RPG companies needs to make money and the splatbook is a tried and tested way to do this. To maximize sales, they need a formulaic balances between fluff and crunch (ie new powers/classes/feats/themes etc) to appeal to fluffy and crunchy players alike. Thus with time all games will end up with rules bloat.

Personally, one thing I like about 4e is the online DDI tools which make navigating the inevitable bloat that much easier.
 


A common complaint is that of rules bloat - there are increasingly more options as more material is published, paralyzing players (and DMs) with options.

Yep. Unfortunately, you've hit on a very real problem WotC have to deal with...

First, I don't see how making a modular game to play however you like will trim down the bloat - quite the opposite.

This is very true, and suggests that they should present the game in its simplest possible form first, and then add modules for those who want more complexity. However...

Second, WOTC like all RPG companies needs to make money and the splatbook is a tried and tested way to do this. To maximize sales, they need a formulaic balances between fluff and crunch (ie new powers/classes/feats/themes etc) to appeal to fluffy and crunchy players alike. Thus with time all games will end up with rules bloat.

This is actually incorrect. The only really big selling items in the line are the core rulebooks. There's a very noticable decline in sales as they proceed through the line, and since the later books tend to cost no less to produce than the early ones, they're locked into a cycle of diminishing returns.

That indicates that they should go for really big, meaty Core Rulebooks, as they can set the price to give a good profit margin, and be confident that lots of people will buy. But if you're going for big core rulebooks, you need to fill them with suitable material, and that almost guarantees rules bloat baked right in to the core.

Balancing these two competing pressures is an exercise in squaring the circle. I don't envy them the task.
 


This is actually incorrect. The only really big selling items in the line are the core rulebooks. There's a very noticable decline in sales as they proceed through the line, and since the later books tend to cost no less to produce than the early ones, they're locked into a cycle of diminishing returns.

That indicates that they should go for really big, meaty Core Rulebooks, as they can set the price to give a good profit margin, and be confident that lots of people will buy. But if you're going for big core rulebooks, you need to fill them with suitable material, and that almost guarantees rules bloat baked right in to the core.

I'm skeptical about a lot of this. That sounds a lot like the myths started by Ryan Dancey and perpetuated and distorted to this day.

I don't think you need to bake rules bloat into the core to be successful. In fact, anything that's awful in a game is detrimental to your success long term. If you bloat books, it's no wonder people are less and less interested in the rest of the line.

I also doubt you need ultra big core books to boost profit margins. There's a sweet spot around which people will buy a set of three core books and it doesn't really matter if they clock at 225 pages each or 325. In fact, there's probably lots of people out there who prefer a more concise book if it gives everything needed to play.

So ironically, the three things that lead to disinterest and diminishing returns in the line are more probably:

Bloating rulebooks: Because that's awful from both a design and an editorial standpoint. It gives your readership and users headaches. It's just bad.

Too much crunch in your core: Because your core books will probably benefit from anywhere between 2 and 3 years of playtesting but there will still be things you miss out. And because your supplements won't be able to benefit from such long playtesting, they need to be produced on a slim, slick core. If they don't, you have a third problem:

Unbalancing supplements: This is a main culprit as to why there is a diminishing return in WotC supplements. There is a large portion of DMs and players out there who not only aren't interested in supplements but actually see them as a threat. This is a real problem WotC has failed to see for a long while. There was a time when people were looking forward to game material or at least were neutral. But if people go "oh noes! They are releasing a new supplement" you have a real problem. At worse, your release should be met with indifference. If it's met as a problem, you're Doing It Wrong™.

The OGL community proved that you could thrive and prosper releasing only supplement material. Ryan Dancey took a look at TSR and decided arbitrarily that the reason the company went under was because of supplements. This is ignoring the deeper problems of TSR at the time, I suspect.

If you release amazing supplements to an amazing game, they will buy. If you release Elminster's Guide to the Realm's Best Whorehouses, well...
 


I stand by my statements regarding splatbooks and rules bloat but I don't want you to think I haven't enjoyed or dropped a chunk of change on supplements over the years. Personally I've loved some of the setting expansions - Spelljammer, Ravenloft, Birthright and recently Eberron have been some of my favorites.

But the way every edition since 2e has added extensive supplements to core rules in terms of class or race abilities/kits/feats/powers would seem to indicate that new edition - bloat - reboot is part of the normal business cycle.
 

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