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*Dungeons & Dragons
Ready for playtest: a "5E-lite" retroclone
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<blockquote data-quote="HephaistosFnord" data-source="post: 9340623" data-attributes="member: 7045283"><p>I'll try, but a certain lack of confidence is holding me back:</p><p></p><p>- I started by noticing that 5E had too many subsystems with overlapping structure and capability - for example, "Saving Throw Proficiencies" and "Skill Proficiencies"; "Tool/Weapon/Language Proficiencies", and so on.</p><p></p><p>- Then I got mad that whenever I tried to talk about how basic system design could be improved in "homebrew" Discord channels, no one cared, and all ppl really wanted to talk about was 5E build-optimization.</p><p></p><p>- I realized how much I <em>hate</em> build-optimization as a metagame, and how much it's ruined almost every table I've tried to play at.</p><p></p><p>- So I decided to create a system where character creation was too straightforward to do build-optimization.</p><p></p><p>- I noticed that this involved removing level-up decisions altogether, which felt sad and boring, so I brought back "skill points". </p><p></p><p>- I noticed that "bounded accuracy" + "proficiency die" + "skill points" led to a REALLY INTERESTING design opportunity</p><p></p><p>- so I linked class power dice to proficiency dice, bringing back a <em>little</em> bit of build-optimization, but completely different than modern 3E/4E/5E style optimization.</p><p></p><p>- this intrigued me, so I decided to see what else I could simplify down to "fewer systems".</p><p></p><p>- I noticed that 5E emphasized combat so much that exploration was basically just a breeze-through-to-the-encounter thing now, so I started looking at OSR-style exploration, and how various other OSR-clones did it.</p><p></p><p>- This brought me to Lamentations of the Flame Princess, which felt <em>brilliant</em> in its skill system - so I decided to adapt it whole-cloth, modifying it only by integrating it into my proficiency-die-skill-point system.</p><p></p><p>- once I'd done all that, I noticed that I had what felt like a complete game, so I fleshed it out with some meta-setting stuff (like "flavorful" purely vancian casting), and called it a day.</p><p></p><p>- and here we are!</p></blockquote><p></p>
[QUOTE="HephaistosFnord, post: 9340623, member: 7045283"] I'll try, but a certain lack of confidence is holding me back: - I started by noticing that 5E had too many subsystems with overlapping structure and capability - for example, "Saving Throw Proficiencies" and "Skill Proficiencies"; "Tool/Weapon/Language Proficiencies", and so on. - Then I got mad that whenever I tried to talk about how basic system design could be improved in "homebrew" Discord channels, no one cared, and all ppl really wanted to talk about was 5E build-optimization. - I realized how much I [I]hate[/I] build-optimization as a metagame, and how much it's ruined almost every table I've tried to play at. - So I decided to create a system where character creation was too straightforward to do build-optimization. - I noticed that this involved removing level-up decisions altogether, which felt sad and boring, so I brought back "skill points". - I noticed that "bounded accuracy" + "proficiency die" + "skill points" led to a REALLY INTERESTING design opportunity - so I linked class power dice to proficiency dice, bringing back a [I]little[/I] bit of build-optimization, but completely different than modern 3E/4E/5E style optimization. - this intrigued me, so I decided to see what else I could simplify down to "fewer systems". - I noticed that 5E emphasized combat so much that exploration was basically just a breeze-through-to-the-encounter thing now, so I started looking at OSR-style exploration, and how various other OSR-clones did it. - This brought me to Lamentations of the Flame Princess, which felt [I]brilliant[/I] in its skill system - so I decided to adapt it whole-cloth, modifying it only by integrating it into my proficiency-die-skill-point system. - once I'd done all that, I noticed that I had what felt like a complete game, so I fleshed it out with some meta-setting stuff (like "flavorful" purely vancian casting), and called it a day. - and here we are! [/QUOTE]
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