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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 6789327" data-attributes="member: 22362"><p>will sort it out later - yeah, right... no I won't.</p><p></p><p><strong>A DREAM... SHALL IT ALWAYS REMAIN BUT A DREAM?</strong></p><p>[SBLOCK]Road-map for my 4.5e:</p><p>Classes :</p><p> - a class is a vehicle for a feel and a mechanical <em>way of doing</em>. As opposed to <em>doing "x" this way</em></p><p> - each would have a variety of "templates/builds" that would allow for role choice</p><p></p><p>Powers :</p><p> - based on power-source</p><p> - as a general rule, access to power source = access to relevant power</p><p> - some exceptions could exist : their role would be to create highlights (very tight control on what can be restrained)</p><p></p><p>Random ideas</p><p> - power pre-reqs : some powers need a specific X or Y before they can be learned (power chains or something)</p><p> - use psionics as a baseline : at-wills are boosted into encounters or dailies (works well for settings or classes where magic or other power is more "organic" as opposed to "secret formula allows to do X")</p><p>[/sblock]</p><p></p><p><strong>JUDGE ME BY MY SIZE DO YOU?... ACTUALLY, YES. YES i DO.</strong></p><p>[SBLOCK]</p><p>Use the 13th age concept of <em>hp from size</em></p><p>[/sblock]</p><p></p><p><strong>"ROAD MAP" PART 2</strong></p><p>[SBLOCK]</p><ul> <li data-xf-list-type="ul">very tiered</li> <li data-xf-list-type="ul">narrow progress within same tier</li> <li data-xf-list-type="ul">many (all/some/most?) classes can learn as many powers as they get access to</li> <li data-xf-list-type="ul">training, downtime use and requirements are an important thing</li> <li data-xf-list-type="ul">characters get access to encounter uses and daily uses</li> <li data-xf-list-type="ul">it costs more to use the same power again</li> <li data-xf-list-type="ul">escalation die is central to many class abilities (momentum)</li> <li data-xf-list-type="ul">ONE instance of damage per turn</li> <li data-xf-list-type="ul">social "combat"</li> <li data-xf-list-type="ul">??? categories of "hp" (a la Skyrim) ???</li> <li data-xf-list-type="ul">quest/achievement based progression (3(?) significant quests per level)</li> <li data-xf-list-type="ul">gain "<em>skill</em>" = level</li> <li data-xf-list-type="ul">base <em>skill</em> = +2</li> <li data-xf-list-type="ul">active defense : use "reaction" to add <em>skill</em> to defenses</li> <li data-xf-list-type="ul">full attack : use "reaction" to add <em>skill</em> to attacks this turn (thus preventing a defensive use)</li> <li data-xf-list-type="ul">auto (and "free") multiclassing based on party members (as default) or based on story or background</li> <li data-xf-list-type="ul">no opportunity <em>attacks</em> - use the "quick damage" from 13th Age(?) : a known and "static" value</li> <li data-xf-list-type="ul">use more "auto punish" abilities for defenders (more paladin, less fighter) - perhaps precalculated values...</li> <li data-xf-list-type="ul">trait requirement for "off-class" powers are [key word] based : Learned-High Int | Strong-High Str | Deft, etc</li> <li data-xf-list-type="ul">if you do not meet the trait requirement, you cannot add your <em>skill</em> when using it (or some other penalty)</li> <li data-xf-list-type="ul">warlock-type = NO trait requirements</li> <li data-xf-list-type="ul">priest-type = <em>invested spark</em> requirement</li> <li data-xf-list-type="ul">spirit-type = <em>"communement"</em> req.</li> <li data-xf-list-type="ul">warlock have granted power - the kind of powers learned/granted are tightly tied to the "granter"</li> <li data-xf-list-type="ul">warlocks are based on the idea that those without access to power by their own merits will get them by bargains and such - this makes it so that there cannot be a trait or other required to make a powerful warlock.</li> <li data-xf-list-type="ul">once granted, nurtured and "grown" a warlock's power can be used to fuel all kinds of spells and powers - if the character can get access to them and learn them</li> </ul><p>[/SBLOCK]</p><p></p><p><strong>SO BORED... DOWNTIME</strong></p><p>[SBLOCK] <ul> <li data-xf-list-type="ul"><em>downtime</em> est divisé en "slots" et est en fonction du <em>lifestyle</em> choisit (et payé!)</li> <li data-xf-list-type="ul">each daily slot corresponds to an activity worked towards</li> <li data-xf-list-type="ul">most activities do not benefit from multiple daily slots</li> <li data-xf-list-type="ul">ex : poor = 2 daily slots, wealthy = 6 daily slots</li> <li data-xf-list-type="ul">??? weekly, monthly slots as well ??? (leaning towards no for the moment)</li> <li data-xf-list-type="ul">certain classes will affect these parameters : ex - Monks have 4 daily slots in poor lifestyles</li> <li data-xf-list-type="ul">la qualité du <em>downtime</em> peut facilement devenir une récompense pour des quêtes</li> <li data-xf-list-type="ul">certains lieux peuvent offrir des "<em>bonus slots</em>" de certains types tel que la recherche, l'introspection, etc</li> <li data-xf-list-type="ul">ou encore sous la forme de bonus hebdomadaire (1 slot per day = 10 slots per week : a +3 day bonus)</li> <li data-xf-list-type="ul">base training = 50(?)</li> <li data-xf-list-type="ul">traits : Strength, Agility, Endurance, Intellect, Will, Perception, Presence (others?)</li> <li data-xf-list-type="ul">some traits are : primary, secondary and tertiatry(?)</li> <li data-xf-list-type="ul">when learning new "not-my-class" <em>at-will</em>, it starts as a <em>encounter</em> power, after 5+ uses and a level up, it becomes <em>at-will</em></li> <li data-xf-list-type="ul">large amounts of downtime can also be used for this (much more than base)</li> </ul><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6789327, member: 22362"] will sort it out later - yeah, right... no I won't. [b]A DREAM... SHALL IT ALWAYS REMAIN BUT A DREAM?[/B] [SBLOCK]Road-map for my 4.5e: Classes : - a class is a vehicle for a feel and a mechanical [I]way of doing[/I]. As opposed to [I]doing "x" this way[/I] - each would have a variety of "templates/builds" that would allow for role choice Powers : - based on power-source - as a general rule, access to power source = access to relevant power - some exceptions could exist : their role would be to create highlights (very tight control on what can be restrained) Random ideas - power pre-reqs : some powers need a specific X or Y before they can be learned (power chains or something) - use psionics as a baseline : at-wills are boosted into encounters or dailies (works well for settings or classes where magic or other power is more "organic" as opposed to "secret formula allows to do X") [/sblock] [B]JUDGE ME BY MY SIZE DO YOU?... ACTUALLY, YES. YES i DO.[/B] [SBLOCK] Use the 13th age concept of [I]hp from size[/I] [/sblock] [B]"ROAD MAP" PART 2[/B] [SBLOCK] [LIST] [*]very tiered [*]narrow progress within same tier [*]many (all/some/most?) classes can learn as many powers as they get access to [*]training, downtime use and requirements are an important thing [*]characters get access to encounter uses and daily uses [*]it costs more to use the same power again [*]escalation die is central to many class abilities (momentum) [*]ONE instance of damage per turn [*]social "combat" [*]??? categories of "hp" (a la Skyrim) ??? [*]quest/achievement based progression (3(?) significant quests per level) [*]gain "[I]skill[/I]" = level [*]base [I]skill[/I] = +2 [*]active defense : use "reaction" to add [I]skill[/I] to defenses [*]full attack : use "reaction" to add [I]skill[/I] to attacks this turn (thus preventing a defensive use) [*]auto (and "free") multiclassing based on party members (as default) or based on story or background [*]no opportunity [I]attacks[/I] - use the "quick damage" from 13th Age(?) : a known and "static" value [*]use more "auto punish" abilities for defenders (more paladin, less fighter) - perhaps precalculated values... [*]trait requirement for "off-class" powers are [key word] based : Learned-High Int | Strong-High Str | Deft, etc [*]if you do not meet the trait requirement, you cannot add your [I]skill[/I] when using it (or some other penalty) [*]warlock-type = NO trait requirements [*]priest-type = [I]invested spark[/I] requirement [*]spirit-type = [I]"communement"[/I] req. [*]warlock have granted power - the kind of powers learned/granted are tightly tied to the "granter" [*]warlocks are based on the idea that those without access to power by their own merits will get them by bargains and such - this makes it so that there cannot be a trait or other required to make a powerful warlock. [*]once granted, nurtured and "grown" a warlock's power can be used to fuel all kinds of spells and powers - if the character can get access to them and learn them [/LIST] [/SBLOCK] [B]SO BORED... DOWNTIME[/B] [SBLOCK][LIST] [*][I]downtime[/I] est divisé en "slots" et est en fonction du [I]lifestyle[/I] choisit (et payé!) [*]each daily slot corresponds to an activity worked towards [*]most activities do not benefit from multiple daily slots [*]ex : poor = 2 daily slots, wealthy = 6 daily slots [*]??? weekly, monthly slots as well ??? (leaning towards no for the moment) [*]certain classes will affect these parameters : ex - Monks have 4 daily slots in poor lifestyles [*]la qualité du [I]downtime[/I] peut facilement devenir une récompense pour des quêtes [*]certains lieux peuvent offrir des "[I]bonus slots[/I]" de certains types tel que la recherche, l'introspection, etc [*]ou encore sous la forme de bonus hebdomadaire (1 slot per day = 10 slots per week : a +3 day bonus) [*]base training = 50(?) [*]traits : Strength, Agility, Endurance, Intellect, Will, Perception, Presence (others?) [*]some traits are : primary, secondary and tertiatry(?) [*]when learning new "not-my-class" [I]at-will[/I], it starts as a [I]encounter[/I] power, after 5+ uses and a level up, it becomes [I]at-will[/I] [*]large amounts of downtime can also be used for this (much more than base) [/LIST][/SBLOCK] [/QUOTE]
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