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No hold barred - how I would develope 5e
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<blockquote data-quote="chaochou" data-source="post: 5434668" data-attributes="member: 99817"><p>I like the way 4e does collaborative combat. It works nicely, gives every player opportunities to make a meaningful contribution to combat, and (I can't speak for higher levels) often gets good and tense.</p><p></p><p>But the game design out of combat - irrespective of how 'good GMs' or 'good players' make it work - is turgid. In by view 4e is an excellent skirmish boardgame with a few skills bolted on to your combat stats to move you between fights. That's how the game design looks to me.</p><p></p><p>I think 'depth' comes from social mechanics, and here RPG design has moved on. Lots of games have found mechanical ways of creating tension in social situations - whether it's the duel of wits in Burning Wheel, escalation in Dogs in the Vineyard or the GM's fronts, threats and moves in Apocalypse World.</p><p></p><p>I think D&D 5e would benefit from giving the 'layer' of gameplay above tactical combat more interesting, more subtle and more rounded mechanical support. I'd like negotiations with a local warlord about releasing my imprisoned cousin to have the same tension, the same ebb and flow and the same drama as a fight with his guards in the the jail block. I'd like to see the game move away from pass/fail task resolution to 'gains and losses' conflict resolution.</p><p></p><p>If I was WotC, I'd be getting my team to streamline all the combat powers and magic item bloat and hiring Robin Laws to write me a new D20 conflict system of skills, goals, beliefs and relationships.</p></blockquote><p></p>
[QUOTE="chaochou, post: 5434668, member: 99817"] I like the way 4e does collaborative combat. It works nicely, gives every player opportunities to make a meaningful contribution to combat, and (I can't speak for higher levels) often gets good and tense. But the game design out of combat - irrespective of how 'good GMs' or 'good players' make it work - is turgid. In by view 4e is an excellent skirmish boardgame with a few skills bolted on to your combat stats to move you between fights. That's how the game design looks to me. I think 'depth' comes from social mechanics, and here RPG design has moved on. Lots of games have found mechanical ways of creating tension in social situations - whether it's the duel of wits in Burning Wheel, escalation in Dogs in the Vineyard or the GM's fronts, threats and moves in Apocalypse World. I think D&D 5e would benefit from giving the 'layer' of gameplay above tactical combat more interesting, more subtle and more rounded mechanical support. I'd like negotiations with a local warlord about releasing my imprisoned cousin to have the same tension, the same ebb and flow and the same drama as a fight with his guards in the the jail block. I'd like to see the game move away from pass/fail task resolution to 'gains and losses' conflict resolution. If I was WotC, I'd be getting my team to streamline all the combat powers and magic item bloat and hiring Robin Laws to write me a new D20 conflict system of skills, goals, beliefs and relationships. [/QUOTE]
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