TerraDave
5ever, or until 2024
I DM 4E and I like it fine. But sometimes I think, what if I did something I liked better. Instead of wasting a lot of time on that, I wasted less and did this list.
Roughly ordered from most general/important to less general/important. Roughly.
Its D&D: races, classes, levels, hp, damage avoidance, paladins, holy avengers, gnomes, orcs, Orcus…those common elements are there.
Clear to the core: Baroque mechanics, as much charm as you may have, I don’t want you. I haven’t wanted you for a long time. Sorry. The core mechanics should be as slick as they can be to do what needs to be done.
And none shall dominate another: It may be the hobgoblin of my little mind, but I want balance. No class, race, or other major player option should be lousy in general or over a relevant range of levels. If its there, then a “reasonable” player should want to take it, at least under some set of reasonable circumstances.
Deflation: numbers have tended to go up and up. Though a dagger still does d4 damage (which use to hurt way, way, back when). In part just to simplify arithmetic, I would like hps, bonuses, defenses to all be trimmed back.
The right numbers: not only smaller, but correct. A small thing to ask, but apparently hard to do.
The right power curve: Yes, low level characters in old editions were made to die, and high level ones (with the right, and enough, magic and spells) may approach unplayable godliness, but 4E may have gone too far in the other direction by starting the “mid level” at 1 and continuing it will into the double digits. Would like something in between that approached the just better then a peasant to lordly lord of old editions.
Enough levels and no more: This follows from the previous three, but I never needed 20 levels, and don’t need 30. My own experience is that leveling is a discrete act that players can put too much time and thought into and just get stuck on, so if it happens too often it is a problem. Rarely leveling however is also a problem. 12-18 is probably good. If there is such a level cap however, this has to be reflected in the world…ie 12 level characters should be able to hang around with Demogorgon for at least a few rounds.
Enough random and no more: I am not playing chess, or even Amber. I want to roll those dice and have the results matter. But I don’t want dice to result in wildly divergent starting characters or lead an “average” combat to end in 2 rounds. I don’t want single rolls destroying characters. But I do want the chance of a single attack really hurting them, or just scratching them.
Enough time in game, not too much in my life: In game, expeditions may take many days, and the campaign months or even years. In real life, single combats should not feel like they take days, and adventures should not take many, many, many (many) precious hours. Just enough.
Assume I am 14 and sober, or 40 and not: All of the above should add up to less complicated. And that should be the guide for what follows.
Fighting, but not just: I have been using battle mats and running a tactical game for many years, years before 3E. I obviously like this sort of thing. But its not the only thing. Skills are good, tricks are good, traps are good, RP is good. Exploration is really good. And pacing is good. Mixing it up is good.
The old familiar places: Similarly, dungeon, wilderness, city, the occasional planar jump, all should be there.
Optional options: Bring the options, cover all the bases. If it was there 20 years ago and people liked it, then some version of it can be there now. And not just PC options, but optional rules and things for the DM. Then take a breath. Slow down. Think about spell 556 or feat 1235. Maybe it can wait.
Friends: Hirelings, henchmen, pets, conjured thingys, potential allies in the adventure zone…all this is good, as long as it doesn’t violate the “time” or “simple” aspirations.
As you level, things change: Again, following from the above, leveling should bring change, and not just in the AC and HP of the opponent. I have only really had one campaign were the characters eventually had a stronghold, followers, political responsibilities, etc, but it was pretty cool.
The items you seek: Magic items have to strike that balance between utility and wonder that can be elusive in practice (remember, this is a wish list).
The monsters you meet: They may be friends or foe. But there numbers need to be right, and what they do needs to be clear to the DM. They should be able to do some things, but not everything. More then a line of stats and less than half a page (most of which is ignored by the harried DM).
The rest you take: Really a corollary of some of the above (and not as important, hence down the list), but no, pcs shouldn’t always rest X hours (or days) after every combat. Yes, this has resource management and healing implications. Then again, they may take a day, a week, a month, or a year off every now and again.
Magic Missile and Flame strike: The classic spells are present and front and center. But not game breaking, rules referencing, resource/condition/time tracking pains in the backside. (still, a wish list)
Disarms and Hard Hits: They may be maneuvers, powers, stunts, something, but “non-magic” butt-kicking needs to be there.
Polearms and platemail: Able to handles a variety of weapons and armor with interesting tradeoffs, some connection to reality, yet not too complicated. (and still, this is a wish list).
It’s a common game, but a particular world (mine) : Bring the flavor, but don’t hardwire some “world” into the core. You can sell it separately.
Roughly ordered from most general/important to less general/important. Roughly.
Its D&D: races, classes, levels, hp, damage avoidance, paladins, holy avengers, gnomes, orcs, Orcus…those common elements are there.
Clear to the core: Baroque mechanics, as much charm as you may have, I don’t want you. I haven’t wanted you for a long time. Sorry. The core mechanics should be as slick as they can be to do what needs to be done.
And none shall dominate another: It may be the hobgoblin of my little mind, but I want balance. No class, race, or other major player option should be lousy in general or over a relevant range of levels. If its there, then a “reasonable” player should want to take it, at least under some set of reasonable circumstances.
Deflation: numbers have tended to go up and up. Though a dagger still does d4 damage (which use to hurt way, way, back when). In part just to simplify arithmetic, I would like hps, bonuses, defenses to all be trimmed back.
The right numbers: not only smaller, but correct. A small thing to ask, but apparently hard to do.
The right power curve: Yes, low level characters in old editions were made to die, and high level ones (with the right, and enough, magic and spells) may approach unplayable godliness, but 4E may have gone too far in the other direction by starting the “mid level” at 1 and continuing it will into the double digits. Would like something in between that approached the just better then a peasant to lordly lord of old editions.
Enough levels and no more: This follows from the previous three, but I never needed 20 levels, and don’t need 30. My own experience is that leveling is a discrete act that players can put too much time and thought into and just get stuck on, so if it happens too often it is a problem. Rarely leveling however is also a problem. 12-18 is probably good. If there is such a level cap however, this has to be reflected in the world…ie 12 level characters should be able to hang around with Demogorgon for at least a few rounds.
Enough random and no more: I am not playing chess, or even Amber. I want to roll those dice and have the results matter. But I don’t want dice to result in wildly divergent starting characters or lead an “average” combat to end in 2 rounds. I don’t want single rolls destroying characters. But I do want the chance of a single attack really hurting them, or just scratching them.
Enough time in game, not too much in my life: In game, expeditions may take many days, and the campaign months or even years. In real life, single combats should not feel like they take days, and adventures should not take many, many, many (many) precious hours. Just enough.
Assume I am 14 and sober, or 40 and not: All of the above should add up to less complicated. And that should be the guide for what follows.
Fighting, but not just: I have been using battle mats and running a tactical game for many years, years before 3E. I obviously like this sort of thing. But its not the only thing. Skills are good, tricks are good, traps are good, RP is good. Exploration is really good. And pacing is good. Mixing it up is good.
The old familiar places: Similarly, dungeon, wilderness, city, the occasional planar jump, all should be there.
Optional options: Bring the options, cover all the bases. If it was there 20 years ago and people liked it, then some version of it can be there now. And not just PC options, but optional rules and things for the DM. Then take a breath. Slow down. Think about spell 556 or feat 1235. Maybe it can wait.
Friends: Hirelings, henchmen, pets, conjured thingys, potential allies in the adventure zone…all this is good, as long as it doesn’t violate the “time” or “simple” aspirations.
As you level, things change: Again, following from the above, leveling should bring change, and not just in the AC and HP of the opponent. I have only really had one campaign were the characters eventually had a stronghold, followers, political responsibilities, etc, but it was pretty cool.
The items you seek: Magic items have to strike that balance between utility and wonder that can be elusive in practice (remember, this is a wish list).
The monsters you meet: They may be friends or foe. But there numbers need to be right, and what they do needs to be clear to the DM. They should be able to do some things, but not everything. More then a line of stats and less than half a page (most of which is ignored by the harried DM).
The rest you take: Really a corollary of some of the above (and not as important, hence down the list), but no, pcs shouldn’t always rest X hours (or days) after every combat. Yes, this has resource management and healing implications. Then again, they may take a day, a week, a month, or a year off every now and again.
Magic Missile and Flame strike: The classic spells are present and front and center. But not game breaking, rules referencing, resource/condition/time tracking pains in the backside. (still, a wish list)
Disarms and Hard Hits: They may be maneuvers, powers, stunts, something, but “non-magic” butt-kicking needs to be there.
Polearms and platemail: Able to handles a variety of weapons and armor with interesting tradeoffs, some connection to reality, yet not too complicated. (and still, this is a wish list).
It’s a common game, but a particular world (mine) : Bring the flavor, but don’t hardwire some “world” into the core. You can sell it separately.