MoutonRustique
Explorer
I've long debated (and still do) whether to stick with the d20... I... well, for now, I'm keeping it (until such a time as I don't...)I note that your d20+NdX is really QUITE different, as its a bell curve. You might really be just better off using a 3d6+N format, or Nd6. (IE, embrace the curve!). 2d6 at level 1 for instance, with another d6 at 3rd, 6th, 9th, 12th, etc. Or if you like using different die sizes, you could simply use 3dX and progress X from d4 to d20 (thought he jump from d12 to d20 is rather large). Its simpler to roll one type of die, and the big advantage is that the curve stays roughly the same shape, it just gets broader and its average goes up a bit. With the jumps at 3 level increments you have 3d4 at level 1, 3d6 at level 4, 3d8 at level 7, 3d10 at level 10, and 3d12 at level 13. Then you run into the rough patch where there aren't d14s, 16s, or 18s, but you COULD start adding more dice at this point instead, going to 4d8 from 3d12 would work, etc. It isn't perfect, but it avoids some weirdness perhaps?
The idea behind the "extra die" goes a bit like this :
- with bless being all the rage, adding a d4 is something that's proven to work
- I liked the idea of the boons and banes from Shadow of the Overlord (but I'm very, very skeptical of it's use in actual, higher level play : I get 4 boons, 2 banes... "roll" oh no! I forgot this bane...)
- I like to follow trends (I am a sheep after all

- the average value maps perfectly with +1/level
- I'm pretty confident that at-the-table-resolution will be effective as there will be no bonuses to reference : roll your 2* die and add them. There's no need to even glance at your sheet once the die are rolled - it's very effective in terms of "human sequence process" (I hope).
*granted, there very well might be more than 2 die to roll (*dis/advantage and such) - but the point remains about the [enclosed resolution] of it.
On the other hand, it's true that there's a very strong "wrongness" about rolling different types of die, it's weird - I wonder why that is... ?
Actually, I'm not sure I follow here...Here's a thought. I have 3 base classes, so if you divided all attacks into one of those three, say 'force', 'deception', and 'ensorcelment' then you could give each base class different effect die sizes for each type of attack. Now, if you acquire 'boons' that provide you with attacks that are related to your weak dice, they're not so effective. Of course it may still make sense to do so, given that each one may be more or less effective in different situations. A fighter might have d8 force dice, d6 deception dice, and d4 ensorcelment dice. He can club you with a melee weapon quite well, and might even be fairly adept at certain uses of magic, if he can acquire them (say something like using a Spiritual Weapon or somesuch). He'd be rather mediocre at tossing sand in the other guy's face, and downright poor at turning the bad guy into a pigeon or whatever.
I gather :
- there are 3 kinds of attacks (A1, A2, A3)
- there are 3 classes (C1, C2, C3)
- each "pairing" gets a different die value (C1/A1=d4, C1/A2=d10, C1/A3=d8, C2/A1=d12, etc)
- Ah!... I get it now! Forget what I wrote just now.
Ok, yeah, that does sound pretty cool actually! It's a massive departure - but it's a very interesting concept indeed! (very DW in ~feel~ if I'm not mistaken)
This would be an excellent angle to really put the idea of "this class does X well, Y meh and Z poorly" front and center. It would just be a matter of using the keyword structure to "tag" the relevant powers into the desired category.
You get a sort of "instant spell list" in a way - but sorted by "goal" as opposed to "fluff". If you added in (I feel "kept" isn't appropriate at this point

The trick would be to find the correct "categories/attack types"... A lot of food for thought!
Quite right - that's why the choice of progression would have to be stated well in advance and be based upon story or party composition : i.e. your wizard trains with the fighter for 2 hours every day - in a while, he'll be [strong] as well.I don't know that I follow your thoughts on traits. Why would Characters gain or lose these kinds of traits? If you're 'strong', or 'determined', or 'analytical' or whatever isn't that really a very basic part of your makeup? I mean there may be traits that can be gained or improved over time, sure, practice is a wonderful thing, but most of them are pretty core, and you probably don't WANT to keep reworking the character's personalities (not that they can't evolve, but I'd prefer an organic process for that, not a level-based "oh, you just acquired a new aspect to your character", which seems forced to me).
And yes, these traits would represent some very "core" characteristics. I'm not at the point of saying : "You pick 2 positive traits and 1 negative trait" or something like this yet. My current thoughts are :
- your class grants a trait (i.e. all wizards are [brilliant])
- your background(s) grant(s) a trait (or a choice from a few traits)
- and you'd probably get one trait of your choice
It's always a though choice between "character growth" and "you are how you are"... This is the kind of thing where different tables could set the "slider" (hehe) differently (every 4th, every 7th, none, etc)
In this context [Force] is sort of "kinetic energy"/"arcane energy"/"pure magic" - it's main thing is to harm the insubstantial.In terms of damage, what's the difference between 'force' and 'bludgeoning'? Aren't they the same thing? Frankly I'd just make all weapon damage 'force' and have done with it. Yeah, some weapons cut you, some don't, some pierce, but big deal. This is a heroic action game, KISS, and just provide a hook for weapon damage so it doesn't fall into the bizarre 'untyped' realm that it did before. Now it can have resistance applied to it, etc.
However, you can have "blades" of [Force] which cut, or a "Big Guys' Hand" of [Force] that crushes you. It can also incorporate the (I've always found idiotic) [shadow] damage, and such "derivatives" of "not quite physical" damage.
Reduced list : Fire, Cold, Toxic, Force, Slash, Crush*, Necrotic, Radiant, Mental
*I really like the word [Crush], but freakin' [Cold] over here has a stranglehold on the [C]... And the [Fire] union has too strong a grip on [F] to even get at the table to negotiate for [Frost]! Damn these collective contracts!
Absentees : [Lightning], [Thunder]*
*I've always disliked the [Thunder] key word. I don't like sci-fy, and this smells of sci-fy... I don't know why though.
I guess, one could always go : [Physical], [Mental] and have all the other damage types be things that need to be called out and work in a more "obfuscated" way (ala 5e)... Would work, but the "structurist" in me rebels at not having explicit call-outs to rules.