D&D 5E (2024) Preferences in a New Official 5.5e Specific Setting

What Flavor of Setting would you like them to create?

  • Heroic Fantasy

    Votes: 26 27.4%
  • Swords and Sorcery

    Votes: 34 35.8%
  • Epic Fantasy

    Votes: 11 11.6%
  • Mythic Fantasy

    Votes: 15 15.8%
  • Dark Fantasy

    Votes: 21 22.1%
  • Bright Fantasy

    Votes: 15 15.8%
  • Intrigue and Politics

    Votes: 16 16.8%
  • Mystery and Investigation

    Votes: 16 16.8%
  • War and Battle

    Votes: 15 15.8%
  • Wuxia/Anime

    Votes: 24 25.3%
  • Modern Fantasy

    Votes: 16 16.8%
  • Urban Fantasy

    Votes: 20 21.1%
  • Science Fantasy

    Votes: 17 17.9%
  • Apocalyptic or Post Apocalyptic Fantasy

    Votes: 9 9.5%
  • Other (Please describe)

    Votes: 6 6.3%

While there are elements very central to almost every cultivation/wuxia/xianxia∆ LN I've read that would very much help with running 5e, I don't expect wotc to be willing to stop thinking about what power creep they can give PCs long enough to even begin conceptualizing those kinds of things. In no particular order

Bottlenecks: pretty much a concept where a cultivator might encounter some difficulty or hurdle that must be cleared before they can progress further. Sometimes this is a common thing faced by all cultivators like going from qi gathering to core ignition§, other times it's. Personal problem due to impure/poor spirit roots§ heart demons§ past transgressions against the heavens/karma§ or literally anything useful to the author/gm. The key is that the character can not easily overcome the bottleneck without some external adventure/heavens§ [m] sourced excuse and it's completely normal that sometimes it won't ever be possible or could be fatal.

Different currencies: cultivators regularly go from desperately cherishing even a single spirit shard§ to carrying thousands upon thousands of them around as if they are worthless now that they have progressed to a higher cultivation realm. One of the ways this genre gets around that without creating logic problems where economics doesn't even pass d&d campaign economics levels is to simply switch to a different currency at higher tiers of cultivation or different regions/planes... Maybe instead of spirit shards it's mana cards soul gems [energy type] gem/crystal/shard/etc or whatever §>
. The important part is that the old currency has whatever value (or lack of) that the author/gm seems it to have and the new one is something the character may never have even seen or heard of.

Heavens wrath and tribulations: "lightning strikes you die" elevated to a setting trope so common that it's acknowledged as just the way that the universe works even between characters. A tribulation is pretty commonly the character needs to endure lightning strikes from heaven§ and hope to survive until the heavens§ give up/vent their wrath or enough energy is somehow gained to progress to the next stage of cultivation. Heaven's wrath§ however is straight up "you've angered the heavens with your actions, expect consequences" to the point that a mere rumble of thunder is often enough to cause fear and a change in what characters were about to discuss or do.

Not sure a name but it's common that if there are enough steps difference in cultivation between two opponents that the weaker one can not even scratch the higher one, the higher one would avoid flaunting that at large without justification like being attracked because of the last point

I'm probably leaving some out but it's notable how the genre has so many big standard tropes that are indistinguishable from blatantly overt gm tools

∆all three are basically the same thing with different language origins
§ mystical treknobabble. There's no specific tiering or system but those are all fairly common ones[/gm]


I have no idea what I did to make part of this post teal
Edit:apparently gm in [] did it, I changed a g to a d
 
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What edition are you talking about where +2 charisma+1 second attrib is "poor"? tieflings are popular be they are mechanically strong additions to mechanically iverpowered builds. It's not a "lore" thing.

5.0 phb. Cha and int dont play nice togather. Ideally charisma dexterity or constitution is better.

Halfling and half elf say hi.
 

So people want WotC to make it's own Primeval Thule?
I want them to make something that has elements of classic S&S, a dose of Shadow of The Collosus, and like....moodier Breath of The Wild and final Fantasy (the less cyberpunk looking ones, like FF9), and 80' dark fantasy and science fantasy.

A world where the gods are not distant and sometimes need killing, where their children are more often kaiju than humanoids with magic, where ancient temples might come alive and either give boons or wreak destruction...

I want ancient ruins and new inventions alike to be wonderful and dangerous and terrifying.

LIke let me play a magitech inventor in a world that is more like Hyboria than it is like Eberron, but that has odd elements of Eberron. That contrast is what i want. Mongols to the north and Golden Age Baghdad to the south, with strange places like a city where it is never day, and slowly drifting sky dragons so big that kobold tribes live on them, and forests of giant trees so large they would dwarf giant seqouias, where gnomes like in root burrow cities and elves live in the upper hollows, and the gnomes have crystaltech vehicles and weapons.

I want them to take a risk and do something downright weird.
 


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