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<blockquote data-quote="Quickleaf" data-source="post: 9229934" data-attributes="member: 20323"><p>Like many of us, I’ve been hacking 5e for a while. I’d love to see more of the game devoted to effectively handling non-combat situations in interesting engaging ways. For example…</p><p></p><p>Chase rules suck so I rewrote them.</p><p></p><p>Exploration (overland travel) is a mess that will not evoke the feeling a GM usually looks for without serious GM intervention. So I’ve been rewriting that.</p><p></p><p>Negotiations and other structured social scenes are given the same minimalist approach as talking your way past a guard. So I hacked my own template for that.</p><p></p><p>Past editions of D&D have good ideas - such as the “failing by 5 or more” degree of failure that I think first appeared in late 2nd edition and then was embraced in 3rd - but I’ve found far more inspiration outside the D&D-sphere in other RPGs. For example the James Bond 007 RPG has phenomenal ideas for chases that I borrowed bits from.</p><p></p><p>The strength (and potential weakness) of 5e is the vagaries of the d20 leading to unexpected results / story twists. Systems that lean into that with a sense of discovery, mixed (non-binary) results, and some good old fashioned chaos I think are playing to the game’s core strength.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9229934, member: 20323"] Like many of us, I’ve been hacking 5e for a while. I’d love to see more of the game devoted to effectively handling non-combat situations in interesting engaging ways. For example… Chase rules suck so I rewrote them. Exploration (overland travel) is a mess that will not evoke the feeling a GM usually looks for without serious GM intervention. So I’ve been rewriting that. Negotiations and other structured social scenes are given the same minimalist approach as talking your way past a guard. So I hacked my own template for that. Past editions of D&D have good ideas - such as the “failing by 5 or more” degree of failure that I think first appeared in late 2nd edition and then was embraced in 3rd - but I’ve found far more inspiration outside the D&D-sphere in other RPGs. For example the James Bond 007 RPG has phenomenal ideas for chases that I borrowed bits from. The strength (and potential weakness) of 5e is the vagaries of the d20 leading to unexpected results / story twists. Systems that lean into that with a sense of discovery, mixed (non-binary) results, and some good old fashioned chaos I think are playing to the game’s core strength. [/QUOTE]
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