What do you think D&D is missing?

skills should be consolidated. fewer skills == more opportunity to make use of what you have.
I've enjoyed playing systems with fewer skills in the past, and would like to see that in D&D.

In regards to the player involvement mentioned by Hussar, there is a game called Victoriana which incorporates that (and I've used it amusingly a couple of times), where you can spend 'fate points' to add a description or action to something not explicitly stated by the GM. Tihs has limits within certain bounds of course.
 

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I think it's important that we consider the brilliance inherent in the Use Rope skill. Imagine how much more depth and vigor your campaigns could have if there were skills such as Use Pots, Use Pans, and Use Skillets.

But we shouldn't let the past hold us back. I think there's room in D&D for a Use Bridge, Use Road, and Use Clothes. Finally, it almost boggles the mind how the game has gotten so far without the Use Air skill - which of course, I include in my house rules.
 

Thanks to 3rd party publishers I can't think of much that it is missing. I want chase mechanics? Good thing I have Hot Pursuit from Adamant. Background/culture/Occupation? Fantasy Occupations again from Adamant. The stuff is out there, I don't care one whit whether it is "official" or not, as long as it is good.
 

Thornir Alekeg said:
Thanks to 3rd party publishers I can't think of much that it is missing. I want chase mechanics? Good thing I have Hot Pursuit from Adamant. Background/culture/Occupation? Fantasy Occupations again from Adamant. The stuff is out there, I don't care one whit whether it is "official" or not, as long as it is good.

I agree that what has been put out by both WoTC and 3rd party publishers has been exhaustively covered. I think what D&D needs now is an open system that would allow for more imaginative license and less interlocking rulesets. Perhaps a rule book that gives a rules light version, an intermediate, and a full advanced version of combat, skill use, magic, character advanccement, classes and all of the other rules associated with the game. Allow the group to choose their style. Also, allow a rule to be easily extracted and tossed out. (Try doing that with AOO and you'll have to get rid of certain feats, some spells, certain abilities from monsters, etc...).
 

If you really wanted to go crazy, you could make chases that involve almost any kind of ability checks. Opposed strength checks to see if anyone gains or loses ground, dexterity checks to avoid obstacles, constitution checks to avoid fatigue, intelligence opposed by wisdom to try and outfox your opponent, and opposed charisma checks to see who gets a bonus and a penalty to all of their other checks.
 


rycanada said:
I think it's important that we consider the brilliance inherent in the Use Rope skill. Imagine how much more depth and vigor your campaigns could have if there were skills such as Use Pots, Use Pans, and Use Skillets.

But we shouldn't let the past hold us back. I think there's room in D&D for a Use Bridge, Use Road, and Use Clothes. Finally, it almost boggles the mind how the game has gotten so far without the Use Air skill - which of course, I include in my house rules.


Okay, so how *do* you tie a buntline hitch? Just curious.
 

A agree on the chase scene options and mass combat (both of which I've written rules for)

Another thing I'd love to see is losing the extra attacks options, but replacing with with a mechanic that increases the number of actions you can perform.

So a 1st level character can perform two actions..
a 12th level character, say four.

These can be used for extra attacks, moves or even spell casting. In such a system, spells would take actions to cast, ranging from 1 (magic missile) to, I don't know, 5 to cast Summon Monster X.

You cound spend an action to gain +5 (or whatever) bonus to you next action, aim, sneak..etc or maybe to gain an extra 1d6 damge.

some ideas
 



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