Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What are your ideal design goals for D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WheresMyD20" data-source="post: 5180150" data-attributes="member: 60772"><p>I got my D&D Expert Set (Mentzer edition) and my D&D Master Set from Toys R Us. (Basic and Companion from Consumer Distributors and Immortals from Kaybee Toys) The old BECMI box sets were readily available at major chain stores back in the mid 80's. If it wasn't for D&D showing up in the big stores, there's no way I would have been able to get into the hobby back then.</p><p></p><p>I'd bet that with Hasbro's pull, they could get a box set into today's stores.</p><p></p><p></p><p></p><p>Agreed. Plus, there's the problem that with 800 options it's really easy to run into a bad build.</p><p></p><p>I'd prefer just to keep the main 4 classes without customization. If there needs to be customization, then I'd prefer to have "tweaks" to the big 4.</p><p></p><p>For example, there would be the plain fighter as the basis for all combat classes. A paladin would be defined as a fighter that had a code of honor, couldn't use missile weapons (violates code of honor), gets a charisma bonus to saving throws, and gets lay on hands once per day. Essentially, instead of being a completely separate class, it would be a couple of benefits and a couple of drawbacks added to one of the big 4 classes.</p><p></p><p>Another example could be the assassin. It would be a rogue (thief) with weaker thieving skills, but a better sneak attack (backstab). Not a whole new class, but just a couple of tweaks to an existing one to give some variety.</p><p></p><p></p><p></p><p>I think this is one of the reasons there were so few "buffing" spells back in the old editions - too much bookkeeping. Or maybe it was just a happy coincidence that there were so few. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>One of the side-effects of 3e spelling out exactly how to make magic items and giving each one a price tag was that it created a magic item economy. </p><p></p><p>In a D&D game, PCs will eventually acquire mountains of gold. In 3e, the default assumption is that they will buy magic items with it. I'm not sure if this is what the designers intended, but it is what happened in many games.</p><p></p><p>In older editions, making cool magic items was usually difficult and buying them was nearly impossible, so those mountains of gold couldn't be easily converted into a cool magic item. I'd like to see a return to that approach. Cool magic items exist, but it's difficult to get your hands on them.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5180150, member: 60772"] I got my D&D Expert Set (Mentzer edition) and my D&D Master Set from Toys R Us. (Basic and Companion from Consumer Distributors and Immortals from Kaybee Toys) The old BECMI box sets were readily available at major chain stores back in the mid 80's. If it wasn't for D&D showing up in the big stores, there's no way I would have been able to get into the hobby back then. I'd bet that with Hasbro's pull, they could get a box set into today's stores. Agreed. Plus, there's the problem that with 800 options it's really easy to run into a bad build. I'd prefer just to keep the main 4 classes without customization. If there needs to be customization, then I'd prefer to have "tweaks" to the big 4. For example, there would be the plain fighter as the basis for all combat classes. A paladin would be defined as a fighter that had a code of honor, couldn't use missile weapons (violates code of honor), gets a charisma bonus to saving throws, and gets lay on hands once per day. Essentially, instead of being a completely separate class, it would be a couple of benefits and a couple of drawbacks added to one of the big 4 classes. Another example could be the assassin. It would be a rogue (thief) with weaker thieving skills, but a better sneak attack (backstab). Not a whole new class, but just a couple of tweaks to an existing one to give some variety. I think this is one of the reasons there were so few "buffing" spells back in the old editions - too much bookkeeping. Or maybe it was just a happy coincidence that there were so few. :) One of the side-effects of 3e spelling out exactly how to make magic items and giving each one a price tag was that it created a magic item economy. In a D&D game, PCs will eventually acquire mountains of gold. In 3e, the default assumption is that they will buy magic items with it. I'm not sure if this is what the designers intended, but it is what happened in many games. In older editions, making cool magic items was usually difficult and buying them was nearly impossible, so those mountains of gold couldn't be easily converted into a cool magic item. I'd like to see a return to that approach. Cool magic items exist, but it's difficult to get your hands on them. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are your ideal design goals for D&D?
Top