overgeeked
FNSP // DIY
This is a [+] thread to cover things like arguing about editions (specifically 4E), arguing about playstyles you don’t like (specifically cinematic and heroic), arguing about RPG movements (specifically the OSR), and design philosophy (specifically tabletop RPG design influenced by video games). If you want to gripe about those things, argue about my goals, or generally be a nuisance, feel free to find another thread to do so.
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To steal and mangle a thing. “This is my heartbreaker. There are many like it, but this one is mine.”
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This thread is going to be me thinking through the design on this and working through options.
My goals here are simple. To me. I love almost everything about 4E, except skill challenges, how long combat takes, and the insanity of hundreds of powers per class. So what I’m trying to do here is dramatically simplify the system, to the point where it maybe looks and reads like an OSR game.
I’ll be drawing freely from the D&D 5.2.1 SRD and the Draw Steel open license.
Some first principles:
Frameworks, not infinite examples.
Effects-based design.
Options as baseline, opt-in limitations.
Balance as baseline, opt-in unbalancing.
Real choices, not trap choices.
Let players do cool things.
Player creativity.
Accessibility, not system mastery.
Rigid mechanics, flexible fluff.
Fast play.
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The easiest bit is skill challenges so I’ll handle that first. Use clocks.
There, done.
Wasn’t that easy?
How long combat takes is going to be much more involved and a result of all the other choices, so it’ll come last.
Which leaves us with the insanity of the powers lists, which leads us directly into the first few principles. Frameworks, not infinite examples and effects-based design.
But to deal with powers, we need to talk about classes, so…
Classes in D&D are a combination of fluff and mechanics. This is great if you want to play one of the prefabricated options, and it’s also great for the company because they get to sell you a bunch of prefabricated options, but if you want something different you’re out of luck. Either you have to homebrew it yourself, use someone else’s homebrew, or buy something from a 3PP.
So instead of all that, I’m stripping things down to the basic mechanics and leaving the imagination (the fluff) up to the player. There is also a distinct break between combat and non-combat mechanics.
Like 4E, classes here are defined by their combat role. Unlike 4E, classes here are only defined by their combat role.
The five classes are: tank, melee damage, healer, ranged damage, and controller.
Final names to be determined.
Yes, these are mostly from video games. Yes, video games got them from D&D. They’ve always been a part of the game from the start, 4E just made them explicit.
Tank. AC 20 and 10 HP.
Melee damage. AC 18 and 8 HP.
Healer. AC 16 and 8 HP.
Ranged damage. AC 14 and 6 HP.
Controller. AC 12 and 6 HP.
And this is where we come to the first major divergence.
AC and HP are fixed by combat role.
Players who’re new to games like this might make “suboptimal” choices for armor while players with some system mastery always make the exact same choices. Everyone who knows enough about these games always picks the highest possible AC. So most of these choices are traps waiting for newbs, with no real choices for veteran players. So I’m removing them.
Same with HP. Rolling hit points is fun… so long as you roll well. Some players are simply unlucky. (Hello, that’s me.) So, to balance things and keep things playable and fun, HP are fixed. Some players might like the schadenfreude of watching their fellow players rolling poorly for HP, but that’s no reason to keep rolling for HP.
To “compensate” for removing the trap choice of armor, the player gets to define the fantasy of what their AC looks like for themselves. You’re playing a tank with high AC and HP. Great. You get to determine what that means. You pick the skin. You flavor the fiction. Is that a plate armor wearing warrior or a lithe and agile swashbuckler or a magic-user in robes with arcane shields? Same stats, but you get to imagine it how you want. But you are required to justify it in the fiction. This is not “disassociated mechanics.”
There’s going to be a lot of that, so if what’s here is already a line too far, I’ll see you around.
#
That’s it for this time, next up is actual powers…
#
To steal and mangle a thing. “This is my heartbreaker. There are many like it, but this one is mine.”
#
This thread is going to be me thinking through the design on this and working through options.
My goals here are simple. To me. I love almost everything about 4E, except skill challenges, how long combat takes, and the insanity of hundreds of powers per class. So what I’m trying to do here is dramatically simplify the system, to the point where it maybe looks and reads like an OSR game.
I’ll be drawing freely from the D&D 5.2.1 SRD and the Draw Steel open license.
Some first principles:
Frameworks, not infinite examples.
Effects-based design.
Options as baseline, opt-in limitations.
Balance as baseline, opt-in unbalancing.
Real choices, not trap choices.
Let players do cool things.
Player creativity.
Accessibility, not system mastery.
Rigid mechanics, flexible fluff.
Fast play.
#
The easiest bit is skill challenges so I’ll handle that first. Use clocks.
There, done.
Wasn’t that easy?
How long combat takes is going to be much more involved and a result of all the other choices, so it’ll come last.
Which leaves us with the insanity of the powers lists, which leads us directly into the first few principles. Frameworks, not infinite examples and effects-based design.
But to deal with powers, we need to talk about classes, so…
Classes in D&D are a combination of fluff and mechanics. This is great if you want to play one of the prefabricated options, and it’s also great for the company because they get to sell you a bunch of prefabricated options, but if you want something different you’re out of luck. Either you have to homebrew it yourself, use someone else’s homebrew, or buy something from a 3PP.
So instead of all that, I’m stripping things down to the basic mechanics and leaving the imagination (the fluff) up to the player. There is also a distinct break between combat and non-combat mechanics.
Like 4E, classes here are defined by their combat role. Unlike 4E, classes here are only defined by their combat role.
The five classes are: tank, melee damage, healer, ranged damage, and controller.
Final names to be determined.
Yes, these are mostly from video games. Yes, video games got them from D&D. They’ve always been a part of the game from the start, 4E just made them explicit.
Tank. AC 20 and 10 HP.
Melee damage. AC 18 and 8 HP.
Healer. AC 16 and 8 HP.
Ranged damage. AC 14 and 6 HP.
Controller. AC 12 and 6 HP.
And this is where we come to the first major divergence.
AC and HP are fixed by combat role.
Players who’re new to games like this might make “suboptimal” choices for armor while players with some system mastery always make the exact same choices. Everyone who knows enough about these games always picks the highest possible AC. So most of these choices are traps waiting for newbs, with no real choices for veteran players. So I’m removing them.
Same with HP. Rolling hit points is fun… so long as you roll well. Some players are simply unlucky. (Hello, that’s me.) So, to balance things and keep things playable and fun, HP are fixed. Some players might like the schadenfreude of watching their fellow players rolling poorly for HP, but that’s no reason to keep rolling for HP.
To “compensate” for removing the trap choice of armor, the player gets to define the fantasy of what their AC looks like for themselves. You’re playing a tank with high AC and HP. Great. You get to determine what that means. You pick the skin. You flavor the fiction. Is that a plate armor wearing warrior or a lithe and agile swashbuckler or a magic-user in robes with arcane shields? Same stats, but you get to imagine it how you want. But you are required to justify it in the fiction. This is not “disassociated mechanics.”
There’s going to be a lot of that, so if what’s here is already a line too far, I’ll see you around.
#
That’s it for this time, next up is actual powers…
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