What Do You Think Of As "Modern TTRPG Mechanics"?

The class-character can also attempt stuff that is not covered by an ability of their class. The playbook one has to stick to the moves of its playbook. That is why I mentioned TRRPG as a giant state machine earlier

But, this is inaccurate.

The typical thing for a playbook is, you, the player, narrate trying to do whatever you want. If/when what you are trying to do matches a move, then we roll dice for the move.
 

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Interesting that you say this.

I came to like race as class (especially ACKS style, with multiple classes for each race) when I embraced the idea that (in a race-as-class type system) your class is not merely what you do, it's what you are.
I would agree with this. I've long been strongly against the idea of class as "vocation" that thousands of NPCs within a setting just happen to share. I've since moved into using class as an explicit diegetic concept, and allowing it to be explored within the fiction has made me much happier about class-based games.
 

My interjection;

If I use the term "modern" to describe my game, and you want to buy it? My game is modern. It's "innovative" and "delightful".

If I use the term "modern" to describe my game, and you don't want to buy it? I retract my statement. My game isn't modern. It's "classic". Like a fine aged wine.

If someone could invent a title page for a PDF or physical book that dynamically changes descriptors based on the audience's desire, that would be great. Thanks.
 




The whole, "elves have no souls" joke made the rounds many times in my long-running 1e group.

I do think that both Tolkien and Gygax (much as the latter might not care for the comparison) pushed their elves a bit away from being humans in cosplay by having them be spiritually and theologically distinct. Like, yeah, they’re people you can interact with, in a much more “their country is literally over there, we have a military alliance with them” way than most folkloric elves — but they are still not like humans in fundamental ways. The way the innermost part of them functions, and what happens to them when they die, follow entirely different rules than what we understand.
 

I cut my teeth on the old Red Box rules, so I tend to think anything that came afterward as "modern." Things like:
  • Ascending AC and attack bonuses
  • Race and Class are separate character options
  • Multiclassing
  • Milestone leveling
  • Grid mechanics, battle mats, and minis
  • Limitless magic/cantrips
  • Unrestricted equipment (clerics using blades, druids using metal, etc.)
 

I cut my teeth on the old Red Box rules, so I tend to think anything that came afterward as "modern." Things like:
  • Ascending AC and attack bonuses
  • Race and Class are separate character options
  • Multiclassing
  • Milestone leveling
  • Grid mechanics, battle mats, and minis
  • Limitless magic/cantrips
  • Unrestricted equipment (clerics using blades, druids using metal, etc.)
I'm a bit puzzled about the bold since that stuff - grids, battle mats, minis, etc. - has been there since its wargaming roots.
 

I cut my teeth on the old Red Box rules, so I tend to think anything that came afterward as "modern." Things like:
  • Ascending AC and attack bonuses
  • Race and Class are separate character options
  • Multiclassing
  • Milestone leveling
  • Grid mechanics, battle mats, and minis
  • Limitless magic/cantrips
  • Unrestricted equipment (clerics using blades, druids using metal, etc.)

I was seeing race and class treated as separate in 1975 (that races were to be treated as quasi-classes may have been the intent but it was muddy enough in OD&D that after Greyhawk came out I never saw anyone treat it that way), and while dedicated mechanics for grids wasn't present, there was plenty of use of battle mats and either tokens or miniatures by the same time. Wasn't like this was a game that wasn't fussy about movement, range and things like area effects after all.
 

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