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RPG Writing and Design Needs a Paradigm Shift
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<blockquote data-quote="kenada" data-source="post: 9276774" data-attributes="member: 70468"><p>It was an attempt at humor to set up a hypothetical for the sake of discussion. I also wanted to say I was looking at things from the point of the character in the game world. <img class="smilie smilie--emoji" alt="😅" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" title="Grinning face with sweat :sweat_smile:" data-shortname=":sweat_smile:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>That’s what I get for scanning! If only there were a way to flag the important bits. <img class="smilie smilie--emoji" alt="🤔" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" title="Thinking face :thinking:" data-shortname=":thinking:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>Sure, though I seem to be coming from a different direction from many people in this thread. <img class="smilie smilie--emoji" alt="😂" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f602.png" title="Face with tears of joy :joy:" data-shortname=":joy:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>What I’m proposing is meant to substitute as a replacement for the boilerplate language used by 5e. The issue here is more with how 5e defines many effects as requiring line of sight. I don’t think having a standard notation would preclude what you want to do. You could say that not having sight on a <strong>RANGE X</strong> effect adds a factor to the difficulty, requires a check, or imposes some other cost on the spell. That seems reasonable.</p><p></p><p></p><p>See below for an attempt at writing up <em>Smite</em> from <a href="https://www.enworld.org/threads/rpg-writing-and-design-needs-a-paradigm-shift.702756/post-9271638" target="_blank">post #44</a> in the format I’ve been discussing. Every spell has an aspected element (earth, fire, wind, water, lightning, ice, light, death) and a rank. Costs are standardized by rank, but I include it anyway for reference. Those are up in the “chrome” with the name of the spell since everything has those. The rest of the spell’s information is in the description with formatting used to aid scanning.</p><p></p><p></p><p>This is the reworked <em>Smite</em>. I bounced it off the cleric player in my game, and he described it as more verbose, but appropriately so.</p><p></p><p>[ATTACH=full]348601[/ATTACH]</p><p></p><p>A bit of background on attack resolution. All rolls are 2d6 + method + approach. For an attack (per <strong><em>Melee Attack</em></strong> and <strong><em>Missile Attack</em></strong>), the method is your proficiency, and the approach is defined by the particular attack action (Strength for a <em><strong>Melee Attack</strong></em> and Dexterity for a <strong><em>Missile Attack</em></strong>). Armor typically provides mitigation (i.e., damage reduction) but it may also provide a dodge bonus. Since <em>Smite</em> is a spell, its damage has the same type as the spell’s aspect. Common armor does not usually provide mitigation against elemental damage. That’s the advantage of casting over using a weapon, but MP is limited and not easily recovered (either during a weekly downtime activity or by consuming an <em>MP potion</em>, which restores 1d6 MP and causes you to gain 1 stress).</p></blockquote><p></p>
[QUOTE="kenada, post: 9276774, member: 70468"] It was an attempt at humor to set up a hypothetical for the sake of discussion. I also wanted to say I was looking at things from the point of the character in the game world. 😅 That’s what I get for scanning! If only there were a way to flag the important bits. 🤔 Sure, though I seem to be coming from a different direction from many people in this thread. 😂 What I’m proposing is meant to substitute as a replacement for the boilerplate language used by 5e. The issue here is more with how 5e defines many effects as requiring line of sight. I don’t think having a standard notation would preclude what you want to do. You could say that not having sight on a [B]RANGE X[/B] effect adds a factor to the difficulty, requires a check, or imposes some other cost on the spell. That seems reasonable. See below for an attempt at writing up [I]Smite[/I] from [URL='https://www.enworld.org/threads/rpg-writing-and-design-needs-a-paradigm-shift.702756/post-9271638']post #44[/URL] in the format I’ve been discussing. Every spell has an aspected element (earth, fire, wind, water, lightning, ice, light, death) and a rank. Costs are standardized by rank, but I include it anyway for reference. Those are up in the “chrome” with the name of the spell since everything has those. The rest of the spell’s information is in the description with formatting used to aid scanning. This is the reworked [I]Smite[/I]. I bounced it off the cleric player in my game, and he described it as more verbose, but appropriately so. [ATTACH type="full" width="572px" alt="Homebrew System - Smite.png"]348601[/ATTACH] A bit of background on attack resolution. All rolls are 2d6 + method + approach. For an attack (per [B][I]Melee Attack[/I][/B] and [B][I]Missile Attack[/I][/B]), the method is your proficiency, and the approach is defined by the particular attack action (Strength for a [I][B]Melee Attack[/B][/I] and Dexterity for a [B][I]Missile Attack[/I][/B]). Armor typically provides mitigation (i.e., damage reduction) but it may also provide a dodge bonus. Since [I]Smite[/I] is a spell, its damage has the same type as the spell’s aspect. Common armor does not usually provide mitigation against elemental damage. That’s the advantage of casting over using a weapon, but MP is limited and not easily recovered (either during a weekly downtime activity or by consuming an [I]MP potion[/I], which restores 1d6 MP and causes you to gain 1 stress). [/QUOTE]
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