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D&D 5E Things from other games that are unlikely to be put into NEXT that you will port over

Gundark

Explorer
I am really a fan of Fantasycraft (FC). For me this is a Brilliant set of rules that got largely ignored as it's release got drowned out by two other games (4e and Pathfinder). There are some criticisms of the game which are really not fair (rules for the sake of rules which seems to be made mostly by those who have not taken the time to read the game) but really a great game.

Anyhow, there are some mechanics which are really quite brilliant which are most likely not going to find their way into D&D NEXT. I am going to try and take the time to see how well these rules translate over especially now that D&D(N) has adopted some concepts that you see in FC, that combined with the basic core rules that DnDN is purported to have. I have to say that the gearhead in me is wanting to tinker...which is unusual for me.

I really like the upkeep costs for characters and holdings rules from FC, not to mention how items in FC have meaning, even mundane items have use aside from just taking up space on a character sheet. I also love how picking armour and weapons is a meaningful choice (aside from higher damage or AC), definitely something that is going to find it's way into my DnDN games.

How about you, what are planning to port over from other games? Assuming that DnDN doesn't already have it in the main rules.
 

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SteveC

Doing the best imitation of myself
I agree that FantasyCraft is a very good ruleset, and wish it had gotten more attention.

I'd nominate the Aspects system from FATE, including invoking, compelling and declarations, but I expect it would make a lot of folks' heads explode with how different it is from the standard player/gm dynamics.
 

DonAdam

Explorer
Thinking of adapting the alignment rules from The Secret Fire. Every character has a good, neutral, and evil personality trait and you slide along the scale as one dominates your actions.
 


Grazzt

Demon Lord
Thinking of adapting the alignment rules from The Secret Fire. Every character has a good, neutral, and evil personality trait and you slide along the scale as one dominates your actions.

Always thought it'd be cool to convert alignment to something akin to Traits from Pendragon. (Law/Chaos is one axis; Good/Evil is the other. Each set always totals 20. If Law goes up, Chaos goes down, and you are more lawful than chaotic. Somewhere near the middle means you're neutral.)
 

Ratskinner

Adventurer
I agree that FantasyCraft is a very good ruleset, and wish it had gotten more attention.

I'd nominate the Aspects system from FATE, including invoking, compelling and declarations, but I expect it would make a lot of folks' heads explode with how different it is from the standard player/gm dynamics.

I love the idea of Aspects, but from my experiments, they don't mesh well with D&D. Maybe they would for other groups, because the problems seemed to all be mental with my groups. Also, you kinda need to trim back the FATE idea of declarations. That works fine for FATE where whipping up an NPC is a minute task, but DnD is (generally) harder for the DM to react quickly.
 

Ratskinner

Adventurer
I nominate Awesome Points from Old School Hack. They encourage cinematic thinking in a low-rule environment, and take the place of XP without being as tedious.
 

keterys

First Post
That works fine for FATE where whipping up an NPC is a minute task, but DnD is (generally) harder for the DM to react quickly.
Eh, sounds like it just means D&D should include "make an NPC in under a minute" as a requirement.

I'm on board with that.
 


Khaalis

Adventurer
I too am a huge Fantasy Craft fan. I would look at porting a lot of systems over including - Reputation, Prizes, Alignment, Vitality/Wounds/Cheating Death, Species Feats, Spellcasting Skill - just to name a few.
 

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