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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="Lanefan" data-source="post: 9612700" data-attributes="member: 29398"><p>Note that I didn't agree to all of that; specifically I'd largely eschew the bolded in favour of an open-ended J-curve where each higher level (with commensurate hit point gain) takes longer to achieve than the previous one did.</p><p></p><p>Yes, I'd do away with cantrips and at-will magic as baked-in features. And while ability scores would stay largely the same (as in, use the same root 3-18 range) the associated bonuses/penalties would be less common - not linear like the WotC editions but more generous/penalizing at the very extremes with a bigger +0 range in the middle. EDIT to add: I'd make the actual stats more relevant by adding a roll-under soft-skill system.</p><p></p><p>The game would be harder on the characters, for sure, and generally expect some more caution and forethought from the players. That is to say, while it'd be easy to tweak to allow for face-charging Big Damn Heroes fantasy it wouldn't be designed specifically with that type of play as its goal.</p><p></p><p>IMO trying to emulate video games has yet to produce much, if anything, useful in D&D design. They're very different things whose core audiences might not overlap to the extent WotC might think.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9612700, member: 29398"] Note that I didn't agree to all of that; specifically I'd largely eschew the bolded in favour of an open-ended J-curve where each higher level (with commensurate hit point gain) takes longer to achieve than the previous one did. Yes, I'd do away with cantrips and at-will magic as baked-in features. And while ability scores would stay largely the same (as in, use the same root 3-18 range) the associated bonuses/penalties would be less common - not linear like the WotC editions but more generous/penalizing at the very extremes with a bigger +0 range in the middle. EDIT to add: I'd make the actual stats more relevant by adding a roll-under soft-skill system. The game would be harder on the characters, for sure, and generally expect some more caution and forethought from the players. That is to say, while it'd be easy to tweak to allow for face-charging Big Damn Heroes fantasy it wouldn't be designed specifically with that type of play as its goal. IMO trying to emulate video games has yet to produce much, if anything, useful in D&D design. They're very different things whose core audiences might not overlap to the extent WotC might think. [/QUOTE]
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