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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: 6808660" data-attributes="member: 82106"><p>As have I. I've been tempted to experiment with Nd6 as a mechanism for instance. Now, the old 'd6 system' uses one variation of that. I was thinking maybe however you could do it a bit differently. For example set a 'level of expertise' for each thing you're going to do, and then reroll any die that rolls below that. So roll 3d6, if you have 'level 1' then you get to reroll ones, level 2 rerolls 1s and 2s, etc. That would pretty much allow for 'level 0' (no proficiency), level 1 being ordinary trained, level 2 being expertise, and level 3 being some kinda super snazzy thing that might not even exist. Advantage could either give you 4d6 to roll, or add one level, you'd have to crunch the math on all of that. You can then layer on top of that your normal bonuses and penalties to hit a level-determined DC. There are a LOT of ways to slice and dice this kind of thing, hehe. Which is why I've kinda just not opened that can of worms.</p><p></p><p>I'm leary of adding more dice to the to-hit system, which means more adding and complexity. I have at least one 'slow adder' player, and believe me, it adds time! I think its a viable scheme though. It will produce a wider range of possible results, but with less variation. Toss in a 'level of success' mechanic and it might turn out pretty well.</p><p></p><p></p><p>Old habits die hard. I too am fond of the d20 'roll to hit' for whatever reason. </p><p></p><p></p><p></p><p>The details of the tagging is a bit hazy for me right now, mainly since I only invented this idea in this form today! I am happy with the existing keywords, but this would be a different sort of typing, though it certainly could use keywords. My take on it is its really pretty meta-game. You're effectively saying "well, my character is a warrior(knight). So he's got a d8 on 'forceful', and obviously he's got weapon proficiencies." HOWEVER not all forceful need be weapon attacks, and wouldn't be by a far cry. A fireball is probably also pretty 'forceful', its a very direct 'blast you to bits' kind of an attack. However it certainly would seem odd to have it be a forte of knights! lol. </p><p></p><p></p><p>Yeah, some way to tie it in with power source. I'm still thinking about it. That way an evoker wizard maybe is a forceful elementalist (I really hate 'arcane' and want it to die) so fireball is a forte of his. A knight might be better at fireballs than a rogue, who's clearly 'deceptive', but he's going to have a hard time finding a way to cast one. </p><p></p><p>Anyway, its definitely half-formed as an idea...</p><p></p><p></p><p>Yeah, this is part of the thinking that lead me to the concept of 'boons'. You simply get one whenever the narrative says so, and each one (the major ones at least) level you up a level. They obviously also grant you 'something', it could be ANYTHING, a magic sword, a new book of spells, a 'feat-like' additional attribute of some sort, whatever. These can replace A LOT of the other parts of the game, or at least brings them under one umbrella (PPs, EDs, artifacts, magic items, feats, all can be boons).</p><p></p><p></p><p>Yes, well, since boons would be given out like treasure, as the narrative dictates, they would inherently embue the system with a customizability. Certainly you could assign levels to boons, though I would feel better about soft-peddling it, much like earlier edition magic items CAN sort of show up at any time, but you don't REALLY expect to give out the Staff of the Magi at level 1.</p><p></p><p></p><p></p><p>Well, I demand keywords! hehe. I think you're missing [Acid] in your reduced list. Truthfully its HARD to make the list smaller than 4e does or really much better. I just think that weapons can be a type of 'force' and if you want "magical can only be hit by a spell" then just grant the sucker 'immunity to force damage" and make the party find another way.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6808660, member: 82106"] As have I. I've been tempted to experiment with Nd6 as a mechanism for instance. Now, the old 'd6 system' uses one variation of that. I was thinking maybe however you could do it a bit differently. For example set a 'level of expertise' for each thing you're going to do, and then reroll any die that rolls below that. So roll 3d6, if you have 'level 1' then you get to reroll ones, level 2 rerolls 1s and 2s, etc. That would pretty much allow for 'level 0' (no proficiency), level 1 being ordinary trained, level 2 being expertise, and level 3 being some kinda super snazzy thing that might not even exist. Advantage could either give you 4d6 to roll, or add one level, you'd have to crunch the math on all of that. You can then layer on top of that your normal bonuses and penalties to hit a level-determined DC. There are a LOT of ways to slice and dice this kind of thing, hehe. Which is why I've kinda just not opened that can of worms. I'm leary of adding more dice to the to-hit system, which means more adding and complexity. I have at least one 'slow adder' player, and believe me, it adds time! I think its a viable scheme though. It will produce a wider range of possible results, but with less variation. Toss in a 'level of success' mechanic and it might turn out pretty well. Old habits die hard. I too am fond of the d20 'roll to hit' for whatever reason. The details of the tagging is a bit hazy for me right now, mainly since I only invented this idea in this form today! I am happy with the existing keywords, but this would be a different sort of typing, though it certainly could use keywords. My take on it is its really pretty meta-game. You're effectively saying "well, my character is a warrior(knight). So he's got a d8 on 'forceful', and obviously he's got weapon proficiencies." HOWEVER not all forceful need be weapon attacks, and wouldn't be by a far cry. A fireball is probably also pretty 'forceful', its a very direct 'blast you to bits' kind of an attack. However it certainly would seem odd to have it be a forte of knights! lol. Yeah, some way to tie it in with power source. I'm still thinking about it. That way an evoker wizard maybe is a forceful elementalist (I really hate 'arcane' and want it to die) so fireball is a forte of his. A knight might be better at fireballs than a rogue, who's clearly 'deceptive', but he's going to have a hard time finding a way to cast one. Anyway, its definitely half-formed as an idea... Yeah, this is part of the thinking that lead me to the concept of 'boons'. You simply get one whenever the narrative says so, and each one (the major ones at least) level you up a level. They obviously also grant you 'something', it could be ANYTHING, a magic sword, a new book of spells, a 'feat-like' additional attribute of some sort, whatever. These can replace A LOT of the other parts of the game, or at least brings them under one umbrella (PPs, EDs, artifacts, magic items, feats, all can be boons). Yes, well, since boons would be given out like treasure, as the narrative dictates, they would inherently embue the system with a customizability. Certainly you could assign levels to boons, though I would feel better about soft-peddling it, much like earlier edition magic items CAN sort of show up at any time, but you don't REALLY expect to give out the Staff of the Magi at level 1. Well, I demand keywords! hehe. I think you're missing [Acid] in your reduced list. Truthfully its HARD to make the list smaller than 4e does or really much better. I just think that weapons can be a type of 'force' and if you want "magical can only be hit by a spell" then just grant the sucker 'immunity to force damage" and make the party find another way. [/QUOTE]
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