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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6808148" data-attributes="member: 82106"><p>Misuse? Meh, as you say, nobody pays attention to the blogs, and I don't see where they give a superior sort of discussion format. Blogs are great for publishing an article "Here's how to do X" or whatever. Pretty much useless for "lets brainstorm". Frankly nothing is perfect. I've used google docs with comments and group editing, various wikis, etc. Nothing has really yet killed the basic forum. Wave kinda ALMOST got there, but they focused on the wrong things and blew it up.</p><p></p><p>Anyway:</p><p></p><p>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? </p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6808148, member: 82106"] Misuse? Meh, as you say, nobody pays attention to the blogs, and I don't see where they give a superior sort of discussion format. Blogs are great for publishing an article "Here's how to do X" or whatever. Pretty much useless for "lets brainstorm". Frankly nothing is perfect. I've used google docs with comments and group editing, various wikis, etc. Nothing has really yet killed the basic forum. Wave kinda ALMOST got there, but they focused on the wrong things and blew it up. Anyway: 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? 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 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). 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. [/QUOTE]
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