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New Unearthed Arcana: Wonders of the Multiverse
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<blockquote data-quote="Malmuria" data-source="post: 8697071" data-attributes="member: 7030755"><p>I haven't been keeping up with all the new UA's--what's an example of flavor mechanics?</p><p></p><p>One of the weaknesses of Planescape has always been that the core conceit--belief is reality--has not been a good match for dnd. The 2e PS modules had all sorts of scenarios that mitigated against combat, because what was at stake was a town shifting from one plane to another, or else everything was just too deadly, or because it was about faction intrigue. But the only way for the modules to make that work was by playing out scenes and then railroading solutions. Instead, 2e could only provide things within its toolset: kits, alignment restrictions, meticulous rules for spell interactions.</p><p></p><p>This UA similarly uses things within the 5e toolset--damage resistances, cantrips and spells, extra healing and extra damage--to try to associate the setting theme (planar philosophers and wanderers) to the system. We'll see how it plays out! If they were being really bold, they might try to produce a "social combat" subsystem (but less complicated than Burning Wheel) or provide a more extensive set of procedures for faction tracking (like in Worlds Without Number). I've read that Strixhaven attempted to do some of this at the level of individual relationships to mixed success.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8697071, member: 7030755"] I haven't been keeping up with all the new UA's--what's an example of flavor mechanics? One of the weaknesses of Planescape has always been that the core conceit--belief is reality--has not been a good match for dnd. The 2e PS modules had all sorts of scenarios that mitigated against combat, because what was at stake was a town shifting from one plane to another, or else everything was just too deadly, or because it was about faction intrigue. But the only way for the modules to make that work was by playing out scenes and then railroading solutions. Instead, 2e could only provide things within its toolset: kits, alignment restrictions, meticulous rules for spell interactions. This UA similarly uses things within the 5e toolset--damage resistances, cantrips and spells, extra healing and extra damage--to try to associate the setting theme (planar philosophers and wanderers) to the system. We'll see how it plays out! If they were being really bold, they might try to produce a "social combat" subsystem (but less complicated than Burning Wheel) or provide a more extensive set of procedures for faction tracking (like in Worlds Without Number). I've read that Strixhaven attempted to do some of this at the level of individual relationships to mixed success. [/QUOTE]
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