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<blockquote data-quote="Lanefan" data-source="post: 9448104" data-attributes="member: 29398"><p>In comparison to current D&D:</p><p></p><p>1. Design for 20 or more levels but make it <strong>very</strong> clear that only the first ten or twelve of those are the intended-to-be-playable range; the higher range is mostly so the DM can populate the setting with fish that are bigger than the PCs and so that there's a logical progression should anyone desire to play higher (ignoring the clear warnings given that the system might not work very well up there).</p><p></p><p>2. Everything long-rest (a.k.a. daily). No short rests other than to recover a very few hit points.</p><p></p><p>3. Vastly lower hit points and damge but also vastly less ability to recover said hit points when they've been lost. A long rest doesn't get you all your hit points back every time. In-combat healing is risky and if you find you have to do it, something's gone wrong. No ranged healing of any kind; you have to touch to heal. Going to or below 0 h.p. is a long-ish-term problem even if you do survive.</p><p></p><p>4. Much more danger and risk for the PCs and-or their equipment. Survival is priority one. Get attached to the campaign as a player, rather than to your own character.</p><p></p><p>5. Fewer mechanical differentiators between characters; it's on the player to provide the in-play differentiators through the character's roleplayed personality, alignment, etc.</p><p></p><p>6. The focus is on playing the character, not building it. The character-build piece gets chopped way back and becomes considerably more random.</p><p></p><p>7. As I'm in charge (and, I hope, not beholden to shareholders), I'm looking to make my long-term steady profits off adventures, setting supplements, and accessories; expecting the core books to only ever be bought once by any given player or DM.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9448104, member: 29398"] In comparison to current D&D: 1. Design for 20 or more levels but make it [B]very[/B] clear that only the first ten or twelve of those are the intended-to-be-playable range; the higher range is mostly so the DM can populate the setting with fish that are bigger than the PCs and so that there's a logical progression should anyone desire to play higher (ignoring the clear warnings given that the system might not work very well up there). 2. Everything long-rest (a.k.a. daily). No short rests other than to recover a very few hit points. 3. Vastly lower hit points and damge but also vastly less ability to recover said hit points when they've been lost. A long rest doesn't get you all your hit points back every time. In-combat healing is risky and if you find you have to do it, something's gone wrong. No ranged healing of any kind; you have to touch to heal. Going to or below 0 h.p. is a long-ish-term problem even if you do survive. 4. Much more danger and risk for the PCs and-or their equipment. Survival is priority one. Get attached to the campaign as a player, rather than to your own character. 5. Fewer mechanical differentiators between characters; it's on the player to provide the in-play differentiators through the character's roleplayed personality, alignment, etc. 6. The focus is on playing the character, not building it. The character-build piece gets chopped way back and becomes considerably more random. 7. As I'm in charge (and, I hope, not beholden to shareholders), I'm looking to make my long-term steady profits off adventures, setting supplements, and accessories; expecting the core books to only ever be bought once by any given player or DM. [/QUOTE]
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