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New mechanic: Action Dice!
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<blockquote data-quote="YRUSirius" data-source="post: 6065217" data-attributes="member: 62341"><p>I'm not posting my rules here, I'm just telling you all about it. I don't think this violates the agreement. I'm not publishing my variant rules word for word, therefore I'm not "publishing" a playtest document with WotC's copyrighted words. Though I'd really like to. <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=":)" /></p><p></p><p>I know the purpose of the playtest and I think I know the intention of the designers. I can acknowledge that my variant rules aren't for everyone. But basically I'm doing nothing else than the real D&D Next designers: I'm proposing rules and players and readers can then give feedback about the feel and the mechanics. If someone likes this idea they could later take the official D&D Next "Basic" game and add my custom "advance" module. Homebrewing at its best.</p><p></p><p>The last two to three playtest packages weren't exactly my cup of tea and so I took the elegant and simple basis of the very first playtest and added the bits and pieces of the later playtest versions that I liked (dice pool for maneuvers and powers) and changed them to my liking by making this "action dice" mechanic (yes, I gathered it isn't THAT original; spycraft and all).</p><p></p><p>Back to my variant: I feel that taking the D&D Next Basic game and adding my custom rules might decrease the overall power of D&D Next character classes. Fighters don't have +1d6 per round at first level, but the potential to enhance their at-will attacks 3 times per day (equal to around +1 encounter power).</p><p></p><p>I feel like I took the balance of AD&D and added a little bit of power to them (not so much power like the later official D&D Next playtest packages).</p><p></p><p>My intention is to really play with my homebrew rules - I feel I can get to a pretty good "Best of D&D" that feels like D&D to me.</p><p></p><p>-YRUSirius</p></blockquote><p></p>
[QUOTE="YRUSirius, post: 6065217, member: 62341"] I'm not posting my rules here, I'm just telling you all about it. I don't think this violates the agreement. I'm not publishing my variant rules word for word, therefore I'm not "publishing" a playtest document with WotC's copyrighted words. Though I'd really like to. :) I know the purpose of the playtest and I think I know the intention of the designers. I can acknowledge that my variant rules aren't for everyone. But basically I'm doing nothing else than the real D&D Next designers: I'm proposing rules and players and readers can then give feedback about the feel and the mechanics. If someone likes this idea they could later take the official D&D Next "Basic" game and add my custom "advance" module. Homebrewing at its best. The last two to three playtest packages weren't exactly my cup of tea and so I took the elegant and simple basis of the very first playtest and added the bits and pieces of the later playtest versions that I liked (dice pool for maneuvers and powers) and changed them to my liking by making this "action dice" mechanic (yes, I gathered it isn't THAT original; spycraft and all). Back to my variant: I feel that taking the D&D Next Basic game and adding my custom rules might decrease the overall power of D&D Next character classes. Fighters don't have +1d6 per round at first level, but the potential to enhance their at-will attacks 3 times per day (equal to around +1 encounter power). I feel like I took the balance of AD&D and added a little bit of power to them (not so much power like the later official D&D Next playtest packages). My intention is to really play with my homebrew rules - I feel I can get to a pretty good "Best of D&D" that feels like D&D to me. -YRUSirius [/QUOTE]
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