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Sixth Edition - or - alright, I'm gonna do it myself then
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<blockquote data-quote="loverdrive" data-source="post: 8247610" data-attributes="member: 7027139"><p>A friend of mine has baited me into making my ideal D&D and I don't refuse a challenge. Also, I'm eager to jump at every opportunity to procrastinate instead of working on <a href="https://loverdrive.itch.io/swords-under-the-sun" target="_blank">Swords under the Sun</a>, the last 20% of polishing is a damn scary thing.</p><p></p><p></p><p></p><p>I doubt it will turn into something serious (though, SutS started that way too.... Damn), I see it's as more of a design-muscle stretching.</p><p></p><p></p><p></p><p>My design goals:</p><p></p><p>To not make a PbtA or FitD game. I already know how to hack Apocalypse, I already know how to hack Blades. I don't wanna get comfortable.</p><ul> <li data-xf-list-type="ul">Make a game with perfect amount of crunchiness (which in my book, means, that all the rules can be fit on 3-4 A4 pages in 12px font) that provides what I feel like "modern, not old-school D&D" experience.</li> <li data-xf-list-type="ul">Make a game suited for the theatre of mind from the ground up.</li> </ul><p></p><p>How I define "modern D&D" experience:</p><ul> <li data-xf-list-type="ul">Heroism and risking your life for the greater good, not just money and fame</li> <li data-xf-list-type="ul">Drastic rise in power level throughout the game, though I'd want to place a cap at somewhere around lvl 11</li> <li data-xf-list-type="ul">At least some tacticality to combat, closer to the right on a sliding scale between war and sport</li> </ul><p></p><p>Sacred cows I want to keep:</p><ul> <li data-xf-list-type="ul">The big four of the classes</li> <li data-xf-list-type="ul">Six abilities</li> <li data-xf-list-type="ul">Saving throws</li> <li data-xf-list-type="ul">Alignments, though as sides in the eternal cosmic battle</li> <li data-xf-list-type="ul">XP-based leveling</li> </ul><p></p><p>Things that I absolutely don't want:</p><ul> <li data-xf-list-type="ul">2-pages long rules on grappling.</li> <li data-xf-list-type="ul">Classes with overlapping niches.</li> </ul><p></p><p></p><p>I always start designing with a mock-up of a character sheet... So, here it is.</p><p>No, I don't know what the hell Action Points are. Or if Dexterity isn't added to the initiative by default, what is. But I will figure it out.</p><p></p><p>[ATTACH=full]135569[/ATTACH]</p></blockquote><p></p>
[QUOTE="loverdrive, post: 8247610, member: 7027139"] A friend of mine has baited me into making my ideal D&D and I don't refuse a challenge. Also, I'm eager to jump at every opportunity to procrastinate instead of working on [URL='https://loverdrive.itch.io/swords-under-the-sun']Swords under the Sun[/URL], the last 20% of polishing is a damn scary thing. I doubt it will turn into something serious (though, SutS started that way too.... Damn), I see it's as more of a design-muscle stretching. My design goals: To not make a PbtA or FitD game. I already know how to hack Apocalypse, I already know how to hack Blades. I don't wanna get comfortable. [LIST] [*]Make a game with perfect amount of crunchiness (which in my book, means, that all the rules can be fit on 3-4 A4 pages in 12px font) that provides what I feel like "modern, not old-school D&D" experience. [*]Make a game suited for the theatre of mind from the ground up. [/LIST] How I define "modern D&D" experience: [LIST] [*]Heroism and risking your life for the greater good, not just money and fame [*]Drastic rise in power level throughout the game, though I'd want to place a cap at somewhere around lvl 11 [*]At least some tacticality to combat, closer to the right on a sliding scale between war and sport [/LIST] Sacred cows I want to keep: [LIST] [*]The big four of the classes [*]Six abilities [*]Saving throws [*]Alignments, though as sides in the eternal cosmic battle [*]XP-based leveling [/LIST] Things that I absolutely don't want: [LIST] [*]2-pages long rules on grappling. [*]Classes with overlapping niches. [/LIST] I always start designing with a mock-up of a character sheet... So, here it is. No, I don't know what the hell Action Points are. Or if Dexterity isn't added to the initiative by default, what is. But I will figure it out. [ATTACH type="full" width="600px" alt="1618497401104.png"]135569[/ATTACH] [/QUOTE]
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