Knightfall
World of Kulan DM
So, I decided to tryo to come up with my own version of what I think the D&D Next Player's Handbook might look like. For this example, I've only included 5 races and 4 classes since I don't want to complicate it too much. I put this together based on some of the discussions I've read and participated in. Trying to build a modular PHB is a bit of pain and I've only scratched the surface.
Still, it was an interesting exercise. I'm beginning to understand what is going to need to be done by the designers if the game is going to truly be modular.
Let me know what you all think. And feel free to tear it all apart and make suggestions. What do you like? what do you hate? Etc.
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Knightfall's Theorectical D&DN Player's Handbook (First Draft)
Abilities
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Stat Generation: Die Roll or Point Buy (what else?)
Stat Range: 3 to 18 is core.
Optional Ability Types: Comeliness (foolish_mortals)
Races
Which Races (Yes or No?): Gnome (No?).
Dwarf
Enduring
+2 Con
Elf
Quick
+2 Dex OR +2 Cha
Gnome [???]
Tinkerer
+2 Int
Halfling
Lucky
+2 Cha OR +2 Dex
Human
Adaptable
+2 Any one ability
Concerning abilities, I hope they finally ditch this "only even scores matter" system, and hence the +2/-2 racial adjustments. Even more, I'd like to see 4e-style +2/no penalty for demi-humans, and freebie +2 for humans gone, as it contributes significantly to the ability creep. (Tilenas)
Negative Modifiers: An optional choice for those that prefer pre-4e.
Classes
Cleric
Power Source: Divine
Core Abilites: Prayers, Turn Undead
Skills Module: Faith focus
Feats Module: Divine Feats, Magic Item Crafting
Fighter
Power Source: Martial
Core Abilities: Stunts, Unrestricted Arms and Armor
Skills Module: Crafting focus
Feats Module: Stunt Feats, Weaponry Feats
Rogue
Power Source: Luck
Core Abilities: Talents, Hidden Strike (a new name for Backstab/Sneak Attack)
Skills Module: Thievery focus
Feats Module: Talent Feats, Skill Feats
Wizard
Power Source: Arcane
Core Abilities: Spells, Familiar
Skills Module: Magecraft focus
Feats Module: Arcane Feats, Magic Item Crafting
Which Other Classes?: the Ranger and the Bard - and I may even suggest a full 10-13) (TrippyHippy); seeing Paladins as an option for fighter, and rangers for the Rouge [sic] class (Raith5)
Level Range: This is tough. Some people want 10 levels, some want 20, and some want 30. Based on the Epic thread, most would be willing to leave Epic out of the core. So, I'll split the difference between 10 and 20 and go with 15. How many campaigns go higher than that?
The higher levels (16 to 30) would be saves for Advanced Player's Handbook (or Epic-Level Handbook).
Level Progression: A touchy subject. Should there be one progression chart for all the classes or should progression be based on type of class or perhaps power source.
Any sort of alternate THAC0-like progression modules should be presented in an appendix. But old schoolers will want the option of referencing charts (I assume).
Multiclassing would be optional.
Would include an option for creating PCs using a character's race as his class. Would be a form of multiclassing. (This might be better suited to the DMG. A full section on how to create classes for nonstandard races and monsters.)
Skills (Optional)
Tied directly to ability scores. In the core, there are no skills. All checks and saves are made through ability checks.
1st Module: Simple skills useful while adventuring. Point/level based on class selection. Cleric: 2; Fighter: 1; Rogue: 4; Wizard: 3.
2nd Module: The best aspects of 3e and 4e combined. Skill challenges could come in at this level or be another optional module.
Feats (Optional)
Requirements based on ability scores, race, or class. Don't tie directly to skills in case someone wants to use them without the skill module.
Alignment (Optional)
Six main aspects of alignment: Good, Evil, Lawful, Chaotic, Neutral, and Unaligned. Each DM builds the alignment system he or she wants by combining the various aspects or by simply selecting a few to become the alignments in his or her game.
EG. Imagine this type of game: Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil, Unaligned.
Alignments are not tied directly to races, classes, monsters, powers, etc.
Should the classic 9 alignments be core?
Combat
To hit: Roll a d20, modifiers based on modular complexity.
AC: Armor class can scale up or down depending on the DM's preference. Optional rule for making AC a defense-like save.
Optional rules for using armor as damage reduction. (MortalPlague)
Saves: In the core, based on ability checks. More complicated modules allow for the Ref/Fort/Will split or the older 1e/2e options.
Advanced Combat Tactics are optional. The DM has the option to simply use ability checks for things like grapple.
Any other ideas???
Powers [or Class Abilities, if you prefer]
Each class would have one or two iconic class abilities. All other options are modular depending on the DM's style of game.
The use of 4E "power sources" would be optional.
Arcane: The iconic D&D arcane spells.
Divine: The iconic D&D divine prayers.
Luck: Special talents for rogues and other clandestine archetypes
Martial: Special stunts for fighters and other martial archetypes
Themes (Optional)
While the name is based on the 4E equivalent, this section would combine the best aspects of prestige class advancement with 4e paragon paths in a reworked theme structure. Themes would likely have to be tied to powers.
Maybe in the DMG or saved for a separate sourcebook.
Magic
Schools of Magic?
Should Vancian magic be the core option? What about spell points? Or 4E's system?
Magic Items
In the core game, magic items are unique and PCs do not have the option to craft them. (Too restrictive.)
Higher modules: Basic items could be crafted. Uses Common, Uncommon, Rare item structure. Special magical items exist that cannot be crafted or that requires a quest. Artifacts exist above this level.
Still, it was an interesting exercise. I'm beginning to understand what is going to need to be done by the designers if the game is going to truly be modular.
Let me know what you all think. And feel free to tear it all apart and make suggestions. What do you like? what do you hate? Etc.
______________________________________________
Knightfall's Theorectical D&DN Player's Handbook (First Draft)
Abilities
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Stat Generation: Die Roll or Point Buy (what else?)
Stat Range: 3 to 18 is core.
Optional Ability Types: Comeliness (foolish_mortals)
Races
Which Races (Yes or No?): Gnome (No?).
Dwarf
+2 Con
Elf
+2 Dex OR +2 Cha
Gnome [???]
+2 Int
Halfling
+2 Cha OR +2 Dex
Human
+2 Any one ability
Concerning abilities, I hope they finally ditch this "only even scores matter" system, and hence the +2/-2 racial adjustments. Even more, I'd like to see 4e-style +2/no penalty for demi-humans, and freebie +2 for humans gone, as it contributes significantly to the ability creep. (Tilenas)
Negative Modifiers: An optional choice for those that prefer pre-4e.
Classes
Cleric
Core Abilites: Prayers, Turn Undead
Skills Module: Faith focus
Feats Module: Divine Feats, Magic Item Crafting
Fighter
Core Abilities: Stunts, Unrestricted Arms and Armor
Skills Module: Crafting focus
Feats Module: Stunt Feats, Weaponry Feats
Rogue
Core Abilities: Talents, Hidden Strike (a new name for Backstab/Sneak Attack)
Skills Module: Thievery focus
Feats Module: Talent Feats, Skill Feats
Wizard
Core Abilities: Spells, Familiar
Skills Module: Magecraft focus
Feats Module: Arcane Feats, Magic Item Crafting
Which Other Classes?: the Ranger and the Bard - and I may even suggest a full 10-13) (TrippyHippy); seeing Paladins as an option for fighter, and rangers for the Rouge [sic] class (Raith5)
Level Range: This is tough. Some people want 10 levels, some want 20, and some want 30. Based on the Epic thread, most would be willing to leave Epic out of the core. So, I'll split the difference between 10 and 20 and go with 15. How many campaigns go higher than that?
The higher levels (16 to 30) would be saves for Advanced Player's Handbook (or Epic-Level Handbook).
Level Progression: A touchy subject. Should there be one progression chart for all the classes or should progression be based on type of class or perhaps power source.
Any sort of alternate THAC0-like progression modules should be presented in an appendix. But old schoolers will want the option of referencing charts (I assume).
Multiclassing would be optional.
Would include an option for creating PCs using a character's race as his class. Would be a form of multiclassing. (This might be better suited to the DMG. A full section on how to create classes for nonstandard races and monsters.)
Skills (Optional)
Tied directly to ability scores. In the core, there are no skills. All checks and saves are made through ability checks.
1st Module: Simple skills useful while adventuring. Point/level based on class selection. Cleric: 2; Fighter: 1; Rogue: 4; Wizard: 3.
2nd Module: The best aspects of 3e and 4e combined. Skill challenges could come in at this level or be another optional module.
Feats (Optional)
Requirements based on ability scores, race, or class. Don't tie directly to skills in case someone wants to use them without the skill module.
Alignment (Optional)
Six main aspects of alignment: Good, Evil, Lawful, Chaotic, Neutral, and Unaligned. Each DM builds the alignment system he or she wants by combining the various aspects or by simply selecting a few to become the alignments in his or her game.
EG. Imagine this type of game: Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil, Unaligned.
Alignments are not tied directly to races, classes, monsters, powers, etc.
Should the classic 9 alignments be core?
Combat
To hit: Roll a d20, modifiers based on modular complexity.
AC: Armor class can scale up or down depending on the DM's preference. Optional rule for making AC a defense-like save.
Optional rules for using armor as damage reduction. (MortalPlague)
Saves: In the core, based on ability checks. More complicated modules allow for the Ref/Fort/Will split or the older 1e/2e options.
Advanced Combat Tactics are optional. The DM has the option to simply use ability checks for things like grapple.
Any other ideas???
Powers [or Class Abilities, if you prefer]
Each class would have one or two iconic class abilities. All other options are modular depending on the DM's style of game.
The use of 4E "power sources" would be optional.
Arcane: The iconic D&D arcane spells.
Divine: The iconic D&D divine prayers.
Luck: Special talents for rogues and other clandestine archetypes
Martial: Special stunts for fighters and other martial archetypes
Themes (Optional)
While the name is based on the 4E equivalent, this section would combine the best aspects of prestige class advancement with 4e paragon paths in a reworked theme structure. Themes would likely have to be tied to powers.
Maybe in the DMG or saved for a separate sourcebook.
Magic
Schools of Magic?
Should Vancian magic be the core option? What about spell points? Or 4E's system?
Magic Items
In the core game, magic items are unique and PCs do not have the option to craft them. (Too restrictive.)
Higher modules: Basic items could be crafted. Uses Common, Uncommon, Rare item structure. Special magical items exist that cannot be crafted or that requires a quest. Artifacts exist above this level.
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