What options do you want?

I fully expect that the core of the next edition will be stripped-down simple. What does this mean for most players? That it will be only slightly more complicated that flipping a coin.

I have to wonder if our focus on the core of the game is a little misplaced; perhaps instead of discussing what the core of D&D should have, we should discuss what options we would like to see and use on that core game.

For instance, I would really want an option where Armor protects against damage rather then whether the blow actually lands. I want Armor and Dodge to be separate things.

I also think that it would be interesting to have an option regarding multiclassing; we should include both 2nd edition style and 3rd edition style as options.

I want Theater-of-the-Mind type play as the baseline of the game, and for miniature play to be a separate optional component. AND neither option feel like an after-thought.

These are options that I really want in the game - whether it comes with the core or not is besides the point.
 

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Some more complex things that I'd like to play with, but should not be in the "core"/"base" game include: domain management rules, other downtime activities (crafting, professions), tactical miniature combat (for some encounters) and mass combat.

Depending on which version of healing the core game is based on, I might use some optional rules there. However, that's one area that is a big minus for the edition if it is too difficult to make it work suitably.

I don't really see how they could leave skills completely outside the core, but there I've used optional/house rules in the past.

Then there are of course a lot of DM facing things that are not so much optional rules as guidelines. Those I tend to play with a lot.
 

Excellent points in the original thread. And I didn't see anything there I would object to seeing as options in the "core" of the game. I, personally, probably wouldn't be using DR for Armor versus just "AC to hit". But the options to play either way should definitely be there.

Other things I think we will see...or rather, I would like to/hope we see...

1) Multiple options for incorporating Alignment.
(9 pt./5 pt./3 pt/0)

2) Multiple options for using magic (memorized/spontaneous/spell point v. spell slot/etc.)...Without, necessarily, any particular casting system being foisted upon a particular class (i.e. a Wizard might be able to spontaneously cast some spells. A sorcerer might have a spellbook for some extra options/heavy artillery to their "natural talents." But it is up to the DM/group to determine how/what magic works in their particular world/game/setting.)

3) Multiple options for using weapons in combat (by damage type: slashing/piercing/etc.; by size/range: "reach" and "speed" rules; or just by damage die: dagger does d4, short sword d6, longsword does d8, etc.) Also, kinda goes with #4 below, such things as lingering effects: stuns, ongoing damage, etc. would likewise be options to add on, not built-in.

4) Multiple options for combat..."tricks" I guess you could call them. (Are we using trip/prone/stun effects? Are we able to set spears against a charge? Are we going to have "stances" or "flanking"? Or, are we just doing Initiative, roll to hit, roll damage [if you hit], other side's turn?) But the options to do any or all are there.

5) Multiple options for Skill use. (Roll under Ability score/Roll over DC/Can't use or do X if you don't have the skill/etc.) But some form of Skills and system for them that all PCs have some...however they are mechanically resolved.

6) Everything else that's been presented so far in this thread.

--SD
 

The following I would like to see, but I would definitely only want to see them as very optional in a Unearthed Arcana book.

1. Wounds, maiming, diseases, blindness and deafness. Extra effects for critical hits and fumbles like in Rolemaster.

2. Facing, positioning with regards to height, hit location, aerial, nautical and vehicular manoeuvres, weapon speed, different weapon effects and to-hit versus different armour.

3. Virtues and vices, passions and dreads done like in Pendragon.

4. Binding demons into magical items like in Stormbringer.

5. Magical herbs and weeds like in Rolemaster.

6. Insanity like in Call of Cthulhu.

7. Ratcatchers, threadbare scholars and beggars like in Warhammer Fantasy.
 

Contacts System:
My home game with my family heavily really on PCs "Knowing a guy." A nice basic contact system for NPC friends that can show up, provide a service (repair a weapon, make an item, track an enemy, get an audience with a king, obtain party guest lists, etc)


Adventuring Cohorts and Companions
Being able to quickly add and remove DMPCs, mounts, animal companions, familars, etc and knowing the effect to the game would be very helpful.

Insanity rules
My campaigns have lots of mentally damaged adventurers.

Weird race adventurers
Years of playing dwarves and sieges and halfling and humans have made me jaded. Especially since the game designers are always too afraid to make races function differently and not just stretched and skewed version of each other. So I'd like to be able to do stiff outside of the same old mold of copycat adventures. Not have a backed up ranges weapon on my fighter as he can spit fire if he needs a long distance attack. Unsheathe my claws when the purple wurm's swallows my rogue. Gore the guard with my horns with he disarms me of my axe. Flap my wings instead of buying winged boots or a flight ring. Staple the goblin flanking me with my tail. Use my infrared vision to spot an assassin. Use my fey glamour to disguise myself as the noble we are guarding. Dive underwater and stay there when I need to hide out and let the action cool down.
 

I want the core game to support, out of the box, different styles of play.

Magic Level: rare magic, standard, high magic

Tone: low fantasy, heroic fantasy, high fantasy

Lethality: deadly, dangerous, light
 

I want the core game to support, out of the box, different styles of play.

Magic Level: rare magic, standard, high magic

Tone: low fantasy, heroic fantasy, high fantasy

Lethality: deadly, dangerous, light

I was having a hard time thinking about my options in terms of style, but I agree with this.
 

The following I would like to see, but I would definitely only want to see them as very optional in a Unearthed Arcana book.

1. Wounds, maiming, diseases, blindness and deafness. Extra effects for critical hits and fumbles like in Rolemaster.

2. Facing, positioning with regards to height, hit location, aerial, nautical and vehicular manoeuvres, weapon speed, different weapon effects and to-hit versus different armour.

5. Magical herbs and weeds like in Rolemaster.

6. Insanity like in Call of Cthulhu.

7. Ratcatchers, threadbare scholars and beggars like in Warhammer Fantasy.

Dude! I so want to play or run this campaign. I would love to make a 1st level Ratcatcher and worry about getting maimed from a critical hit. These are awesome!
 

1) Speed Factor (or some other method to show how weapons are truly different other than just damage)

2) armour doing actual protection (DR system or similar like pathfinder optional rule)

Sanjay
 

I want Theater-of-the-Mind type play as the baseline of the game, and for miniature play to be a separate optional component. AND neither option feel like an after-thought.

This should definitely be on the high priority list.

I would like the rules to support both combat with detailed movements & distances (grid+minis) and combat which practically ignores them (OD&D style).

I would like also that combat is supported with or without using reactions-type actions (AoOs, interrupts etc).

Edit: It would also be great to have optional weapons vs armors rules.

I also think that it would be interesting to have an option regarding multiclassing; we should include both 2nd edition style and 3rd edition style as options.

But 2e style multiclassing is already there in 3e multiclassing rules: if you want to be a 2e-styled Fighter/Wizard you just take alternately 1 level of Fighter and then 1 level of Wizard, the only difference is at 1st level and it won't last long.
 

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