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 if D&D was written around problem-solving
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="takyris" data-source="post: 3299194" data-attributes="member: 5171"><p>I think that it already does support, if not require, that mindset. It's just a question of how easy it is for the PCs to see that.</p><p></p><p>Thinking purely of combat:</p><p></p><p>Everyone in the party goes on the same Initiative count.</p><p></p><p>Increase the overall party benefit of attack spells. For example, a Fireball now does 1d6/2 levels, but it also leaves anyone damaged by it flat-footed until their next turn. Every rogue now loves the party wizard.</p><p></p><p>Flanking is more forgiving and more powerful -- it works for anyone in the normal flanking position, plus one square to either side, and it provides +4 to hit, not +2.</p><p></p><p>Fighters get more use from ordinary combat feats, and it all benefits everyone in the party. If a Fighter has Combat Expertise, his shouted combat orders give everyone in his party a +1 Insight bonus to AC -- this goes to +3 if the Fighter uses a move action to shout specifics. Same deal with Power Attack and damage.</p><p></p><p>Rangers give everyone in the party 1/2 their favored enemy bonuses.</p><p></p><p>Anyone with Evasion gives the rest of the party a +2 Insight bonus to Reflex saves. Anyone with a save-boosting feat does the same thing (Iron Will helps you AND the rest of your party).</p><p></p><p>Each time a rogue gains another d6 of Sneak Attack damage, he picks a new ability that goes with that Sneak Attack damage. The abilities benefit the party -- for example, losing 2d6 damage but causing a monster to lose its first attack per round, or losing 3d6 but causing the monster to take a -4 penalty on all saves, or even losing 5d6 but causing the monster to lose an entire turn.</p><p></p><p>Most buff spells work on the entire party now, not one person.</p><p></p><p>All detection or interaction rolls now use one roll. For example, only one Spot check for the entire party, using the best available Spotter's bonus, with an automatic +2 for each additional person in the party with at least 5 ranks (and an additional +4 for each additional person in te party with at least 10 ranks). </p><p></p><p>Wizards and clerics lose some of their big damage spells but gain unlimited medium-damage abilities (like the warlock's eldritch blast) as well as the class ability to make a limited number of magical items that can be distributed to the party. In an ordinary D&D game, this is most of the magic the party gets -- monster magical items are cursed and evil and must be destroyed, although a wizard can observe the magic and learn to copy it. This removes the big looting issue, and also removes the XP penalty for magic-item creation that aggravates wizards.</p><p></p><p>All these abilities dramatically increase the party's power, and so the flip side is that the DM alternates between increasing the power of the opposition or having the opposition use similar tactical powers. This makes it a bit like World of Warcraft, where realistically, you can't solo past a certain point -- the game is designed assuming that it's you and your friends working together well, because if you aren't, they paste you all over the floor.</p><p></p><p>This is all off the top of my head, and I'm sure a lot of it would be horribly broken in play. This is just to get the ball rolling.</p></blockquote><p></p>
[QUOTE="takyris, post: 3299194, member: 5171"] I think that it already does support, if not require, that mindset. It's just a question of how easy it is for the PCs to see that. Thinking purely of combat: Everyone in the party goes on the same Initiative count. Increase the overall party benefit of attack spells. For example, a Fireball now does 1d6/2 levels, but it also leaves anyone damaged by it flat-footed until their next turn. Every rogue now loves the party wizard. Flanking is more forgiving and more powerful -- it works for anyone in the normal flanking position, plus one square to either side, and it provides +4 to hit, not +2. Fighters get more use from ordinary combat feats, and it all benefits everyone in the party. If a Fighter has Combat Expertise, his shouted combat orders give everyone in his party a +1 Insight bonus to AC -- this goes to +3 if the Fighter uses a move action to shout specifics. Same deal with Power Attack and damage. Rangers give everyone in the party 1/2 their favored enemy bonuses. Anyone with Evasion gives the rest of the party a +2 Insight bonus to Reflex saves. Anyone with a save-boosting feat does the same thing (Iron Will helps you AND the rest of your party). Each time a rogue gains another d6 of Sneak Attack damage, he picks a new ability that goes with that Sneak Attack damage. The abilities benefit the party -- for example, losing 2d6 damage but causing a monster to lose its first attack per round, or losing 3d6 but causing the monster to take a -4 penalty on all saves, or even losing 5d6 but causing the monster to lose an entire turn. Most buff spells work on the entire party now, not one person. All detection or interaction rolls now use one roll. For example, only one Spot check for the entire party, using the best available Spotter's bonus, with an automatic +2 for each additional person in the party with at least 5 ranks (and an additional +4 for each additional person in te party with at least 10 ranks). Wizards and clerics lose some of their big damage spells but gain unlimited medium-damage abilities (like the warlock's eldritch blast) as well as the class ability to make a limited number of magical items that can be distributed to the party. In an ordinary D&D game, this is most of the magic the party gets -- monster magical items are cursed and evil and must be destroyed, although a wizard can observe the magic and learn to copy it. This removes the big looting issue, and also removes the XP penalty for magic-item creation that aggravates wizards. All these abilities dramatically increase the party's power, and so the flip side is that the DM alternates between increasing the power of the opposition or having the opposition use similar tactical powers. This makes it a bit like World of Warcraft, where realistically, you can't solo past a certain point -- the game is designed assuming that it's you and your friends working together well, because if you aren't, they paste you all over the floor. This is all off the top of my head, and I'm sure a lot of it would be horribly broken in play. This is just to get the ball rolling. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What if D&D was written around problem-solving
Top