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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="DeviousQuail" data-source="post: 9091377" data-attributes="member: 7025431"><p>That's a pretty solid list in the OP. </p><p></p><p>Telegraphing: this is something I only got to implement for a little before handing over the DM reins. Having boss monsters use an action, bonus action, reaction, etc to telegraph their next turn's action is something video games do way better than 5e. For dragons I made it a bonus action to build up for a big breath attack on their next turn. This gave the players time to react as they saw fit. I would tell the players roughly where the dragon was aiming too. To compensate I made their breath weapons deal even more damage. </p><p></p><p>Weapon type weakness: video games have the benefit of being able to use percentages and secondary defenses (along with fast math) to handle these things that 5e isn't built for. Resistance and vulnerability are represented well enough for elemental damage. Weapon damage on the other hand is severely lacking.</p><p>[SPOILER="Why is that?"]</p><p>Imo the reason for this is because resistance and especially vulnerability are game breaking on weapons. Elemental damage often comes with resource depletion or the use of cantrips and mostly use your whole action for one instance of damage (way to break the mold, Scorching Ray). Weapons on the other hand don't have to worry about limited resources and have the benefit of multiple attacks. Any creature with a vulnerability to slashing, bludgeoning, or piercing (doubly so for piercing with all the ranged weapons) would get crushed so fast. [/SPOILER]</p><p>It's an untested idea, but adding two new categories, Min 1/2 and Max 1/2, alongside resistance and vulnerability might help. Min 1/2 means the damage dice you roll below half the die's max are treated as half the die's max instead. Flip it around for Max 1/2. You would never combine them so no Min 1/2 and vulnerable to the same type of damage. Even if that mechanic gets booted into the sun for being awful I still think there needs to be some change to make weapon damage types more meaningful. </p><p></p><p>Multi-directional advancement: a non-combat idea for 5e. There aren't a ton of games that I've seen this in. Often it's tied to minigames. A character "levels up" outside of their normal leveling progression. Usually in a way that is at best indirectly related to the normal path of advancement. Examples include: base building in Fallout 4, blitzball in FFX, decorating armor/weapons in many games, buying/building homes in Skyrim, etc.</p><p></p><p>I can see this being used to flesh out backgrounds and professions in 5e. A rogue 3/sailor 5, bard 8/noble 2, or wizard 5/mayor 1 sound like interesting characters to me. The trick is to make them interesting, but optional. You can potentially lose those levels or have them replaced based on what you do if you want. </p><p></p><p>For 5e minigames, Strixhaven has a garbage one that is supposed to be their equivalent of quidditch. Letting players spend time learning new plays or formations in their downtime to get better at the game could be really fun. It certainly couldn't be any worse.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9091377, member: 7025431"] That's a pretty solid list in the OP. Telegraphing: this is something I only got to implement for a little before handing over the DM reins. Having boss monsters use an action, bonus action, reaction, etc to telegraph their next turn's action is something video games do way better than 5e. For dragons I made it a bonus action to build up for a big breath attack on their next turn. This gave the players time to react as they saw fit. I would tell the players roughly where the dragon was aiming too. To compensate I made their breath weapons deal even more damage. Weapon type weakness: video games have the benefit of being able to use percentages and secondary defenses (along with fast math) to handle these things that 5e isn't built for. Resistance and vulnerability are represented well enough for elemental damage. Weapon damage on the other hand is severely lacking. [SPOILER="Why is that?"] Imo the reason for this is because resistance and especially vulnerability are game breaking on weapons. Elemental damage often comes with resource depletion or the use of cantrips and mostly use your whole action for one instance of damage (way to break the mold, Scorching Ray). Weapons on the other hand don't have to worry about limited resources and have the benefit of multiple attacks. Any creature with a vulnerability to slashing, bludgeoning, or piercing (doubly so for piercing with all the ranged weapons) would get crushed so fast. [/SPOILER] It's an untested idea, but adding two new categories, Min 1/2 and Max 1/2, alongside resistance and vulnerability might help. Min 1/2 means the damage dice you roll below half the die's max are treated as half the die's max instead. Flip it around for Max 1/2. You would never combine them so no Min 1/2 and vulnerable to the same type of damage. Even if that mechanic gets booted into the sun for being awful I still think there needs to be some change to make weapon damage types more meaningful. Multi-directional advancement: a non-combat idea for 5e. There aren't a ton of games that I've seen this in. Often it's tied to minigames. A character "levels up" outside of their normal leveling progression. Usually in a way that is at best indirectly related to the normal path of advancement. Examples include: base building in Fallout 4, blitzball in FFX, decorating armor/weapons in many games, buying/building homes in Skyrim, etc. I can see this being used to flesh out backgrounds and professions in 5e. A rogue 3/sailor 5, bard 8/noble 2, or wizard 5/mayor 1 sound like interesting characters to me. The trick is to make them interesting, but optional. You can potentially lose those levels or have them replaced based on what you do if you want. For 5e minigames, Strixhaven has a garbage one that is supposed to be their equivalent of quidditch. Letting players spend time learning new plays or formations in their downtime to get better at the game could be really fun. It certainly couldn't be any worse. [/QUOTE]
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