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[+] What can D&D 5E learn from video games?
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<blockquote data-quote="DeviousQuail" data-source="post: 9093299" data-attributes="member: 7025431"><p>This mostly came out of my dislike for the dragon breath recharge mechanic in 5e. I don't like that the recharge can happen on the dragons turn and the players have no chance to react to it. I wanted the recharge roll to come at the end of their turn. From that came the idea to also let a dragon use their action to guarantee the breath weapon charge comes back. Additionally, I like the idea of a no-cost telegraph from creatures on their turn if they want to use particularly powerful abilities on their following turn. If they don't telegraph then they can't use the ability. </p><p></p><p>Now that I think about it, I would just do max and min dice rolls. Definitely not slower and might even be faster. I also think this is something I would only implement for b/p/s while keeping resistance and vulnerability for elemental damage. </p><p></p><p>Using Mage Tower (one of Strixhaven's minigames) as an example: there are three rounds and each round has two skill checks that need to be made. The skill checks are specific to each round and no skill check is used more than once for the entire match. Character's can choose to forgo a skill check to cast magic and either give an ally advantage or get an automatic skill success if the spell is of a high enough level. Whichever team has the highest number of successful skill checks at the end wins. It's pretty basic and only has one decision point: roll or cast a spell. What spells you choose to cast and how they benefit your team is left purely to the imagination. </p><p></p><p>It's not much, but it does highlight the basics of what a 5e minigame should include. There should be more than one round/attempt, a variety of skills* needed instead of the same skill every time, and decision points for how you are going to approach each part of the minigame. You could also include environmental effects, preparation, costs/rewards, etc. </p><p></p><p>For 5e I think you could create a few basic minigames with slight variations for subtypes. Crafting, bartering, trap removal/lockpicking, information gathering, bar games (aka could you play it in a bar), sports, and artistic performances all seem reasonable** to me.</p><p></p><p>In terms of advancement I think there are plenty of ways to show advancement in skill with a minigame. It could be as simple as getting one or more rerolls or as complex as new decision points. If I were WotC and I was really bought into the idea of minigames in DnD I would create two or three general minigames and include a unique minigame in adventure books that call for one. Then I would leave third parties to create more minigames or expand the subsystems of the existing games. </p><p></p><p>*It doesn't have to just be skills.</p><p>**With the caveat that they are all optional things to include in a game of DnD.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9093299, member: 7025431"] This mostly came out of my dislike for the dragon breath recharge mechanic in 5e. I don't like that the recharge can happen on the dragons turn and the players have no chance to react to it. I wanted the recharge roll to come at the end of their turn. From that came the idea to also let a dragon use their action to guarantee the breath weapon charge comes back. Additionally, I like the idea of a no-cost telegraph from creatures on their turn if they want to use particularly powerful abilities on their following turn. If they don't telegraph then they can't use the ability. Now that I think about it, I would just do max and min dice rolls. Definitely not slower and might even be faster. I also think this is something I would only implement for b/p/s while keeping resistance and vulnerability for elemental damage. Using Mage Tower (one of Strixhaven's minigames) as an example: there are three rounds and each round has two skill checks that need to be made. The skill checks are specific to each round and no skill check is used more than once for the entire match. Character's can choose to forgo a skill check to cast magic and either give an ally advantage or get an automatic skill success if the spell is of a high enough level. Whichever team has the highest number of successful skill checks at the end wins. It's pretty basic and only has one decision point: roll or cast a spell. What spells you choose to cast and how they benefit your team is left purely to the imagination. It's not much, but it does highlight the basics of what a 5e minigame should include. There should be more than one round/attempt, a variety of skills* needed instead of the same skill every time, and decision points for how you are going to approach each part of the minigame. You could also include environmental effects, preparation, costs/rewards, etc. For 5e I think you could create a few basic minigames with slight variations for subtypes. Crafting, bartering, trap removal/lockpicking, information gathering, bar games (aka could you play it in a bar), sports, and artistic performances all seem reasonable** to me. In terms of advancement I think there are plenty of ways to show advancement in skill with a minigame. It could be as simple as getting one or more rerolls or as complex as new decision points. If I were WotC and I was really bought into the idea of minigames in DnD I would create two or three general minigames and include a unique minigame in adventure books that call for one. Then I would leave third parties to create more minigames or expand the subsystems of the existing games. *It doesn't have to just be skills. **With the caveat that they are all optional things to include in a game of DnD. [/QUOTE]
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