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General Tabletop Discussion
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What are your ideal design goals for D&D?
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<blockquote data-quote="Lanefan" data-source="post: 5177914" data-attributes="member: 29398"><p>Not that I 100% agree with the above lists, but they're certainly going in a fine direction...here's a couple more goals to lob in that may or may not be consistent with those already raised:</p><p></p><p>- Each character is defined by its in-game actions and role-played personality rather than its pre-game build</p><p>- Rules as guidelines, not laws</p><p>- System variants to account for one-off games, single-path games (1-2 year campaigns along a defined adventure path), and long multi-year multi-party games - this could be as simple as varying the advancement rate</p><p>- Fewer levels (keep it open-ended but acknowledge that after a certain point things might not work so well)</p><p>- Lower numbers including make the 3-18 bell curve matter again</p><p>- Streamline combat but not at cost of realism</p><p>- Allow for simultaneous actions in combat</p><p>- Allow for the fact that not every character is always going to be equally able to contribute in every situation (in other words, accept going in that some natural imbalance is preferable to artificially forced balance)</p><p>- Make two different but compatible versions - 'basic' and 'full' - basic is the newbie-friendly system and 'full' is the whole deal, but design it such that separate elements of 'full' can be incorporated into 'basic' as each DM desires without breaking the game.</p><p>- Make it clear going in that bad things e.g. level drain, equipment loss, death, etc. can and will happen to characters, then let 'em happen - no reward without risk.</p><p>- Design to accommodate larger parties such that if people want to play multiple characters, henches, cohorts, etc. the system can handle it</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5177914, member: 29398"] Not that I 100% agree with the above lists, but they're certainly going in a fine direction...here's a couple more goals to lob in that may or may not be consistent with those already raised: - Each character is defined by its in-game actions and role-played personality rather than its pre-game build - Rules as guidelines, not laws - System variants to account for one-off games, single-path games (1-2 year campaigns along a defined adventure path), and long multi-year multi-party games - this could be as simple as varying the advancement rate - Fewer levels (keep it open-ended but acknowledge that after a certain point things might not work so well) - Lower numbers including make the 3-18 bell curve matter again - Streamline combat but not at cost of realism - Allow for simultaneous actions in combat - Allow for the fact that not every character is always going to be equally able to contribute in every situation (in other words, accept going in that some natural imbalance is preferable to artificially forced balance) - Make two different but compatible versions - 'basic' and 'full' - basic is the newbie-friendly system and 'full' is the whole deal, but design it such that separate elements of 'full' can be incorporated into 'basic' as each DM desires without breaking the game. - Make it clear going in that bad things e.g. level drain, equipment loss, death, etc. can and will happen to characters, then let 'em happen - no reward without risk. - Design to accommodate larger parties such that if people want to play multiple characters, henches, cohorts, etc. the system can handle it Lanefan [/QUOTE]
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