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Super D&D: We don't need any stinkin' reality!

This dichotomy between wanting super-heroes or super-zeroes is stupid.

Even Aragorn is pretty darn heroic compared to how mundane a lot of people seem to want D&D to play out.

I don't need to jump tall buildings in a single bound, but I'd like to be a little more than just "some dude with a sword".


Are we talking Aragorn from the book or Aragorn from the movie?
 

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I seriously hope 5E supports "unrealistic" play. All sorts of crazy rules to all those nonsensical stunts that come close to breaking the player's willing suspension of belief.

I also seriously hope that 5E supports "unrealistic" play. I hope it promotes hyper-realistic play, and everything up to and including Super-Gonzo-Heroic play.

I hope it supports stipped down, ultra-simple story focues play, intense method-acting play, and strategically or tactically complicated play.

I want 5E to do it all!

Of course all these things should be optional. That way fans can use and ignore what they like.

Abso-Freaking-Lutely!

:cool:
 

I also seriously hope that 5E supports "unrealistic" play. I hope it promotes hyper-realistic play, and everything up to and including Super-Gonzo-Heroic play.

I hope it supports stipped down, ultra-simple story focues play, intense method-acting play, and strategically or tactically complicated play.

I want 5E to do it all!



Abso-Freaking-Lutely!

:cool:

That's my hope. I'm looking for something that has modules to support normal play (the default assumption), modules for gritty, wuxia, storytelling, tactical, or what not.
 


I hope not. That will only result in bloated rules which do nothing well.

The idea behind 5E is that you only have to follow a few core rules. Then add optional module rules to match the table's taste.

You have the core rules
Add the Injury Rules and Lethal Environment Rules for a gritty game where everything is a threat to every PC.

Add the Parry rules, Self healing, and Advanced Martial Combat for a wuxia or swashbuckling game that has lower amount of magic and armor.

Add Reputation, Taint, Kindgoms, and Sanity for a heavy roleplaying game where non-adventuring is a major aspect of the game.

Add Spell Blocking, High Ability Scores, and Addition Skill uses for a superpowered game where PC slowly become superhuman.
 

The idea behind 5E is that you only have to follow a few core rules. Then add optional module rules to match the table's taste...

Or even your own houserules.

They have said that they want people to have the ability to use their own rules with 5E, even to the extent of some support for this on DDI (though I imagine that would be limited, for obvious reasons).

:)
 

I thought of a few more things that could be added for Super D&D.

Super Strength

Rock Throwing (like a giant)
Destroy cubes of nonliving natter with your fists
SoD on attack of much lower level enemies

Super Dexterity

Ignore range penalties
Increase speed
Move as if under the haste spell

Super Constitution

Heal fast
Immunity to poison/disease
Gain a breath weapon

Super Intelligence

MacGuyver Craft minor simple items
Create simple lifeforms
Notice all of an enemy's weaknesses

Super Wisdom

See "invisible" beings
See when blinded.
Immunity to mind affecting abilities

Super Charisma

Tell reality to give back casted spells
Make disguises that are almost magical
Nymph-like beauty
 

I want fantastical crafting that means something, and is dangerous, practically an adventure in itself. It takes the whole party to make that sword (and maybe a few NPCs too) not because one has some XP to spare, another has a feat, and two of them can "aid another" on the weekly skill roll. No, at some point the fire demon is going to get unbound from the blade, and that's when you need folks that know what they are doing.

Come to think of it, I also wouldn't mind if major spells were like that. You don't need a party to cast it. You need a party to deal with it when it gets out of control. :D
 

Into the Woods

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