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General Tabletop Discussion
*Dungeons & Dragons
What Rule Systems Would You Like To See (More Of)?
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<blockquote data-quote="77IM" data-source="post: 7879948" data-attributes="member: 12377"><p>I will answer the OP by mentioning some systems that I myself have felt compelled to create in order to fill in some gaps in 5E:</p><p></p><p><strong>1. Magic item balance.</strong> Sorry, but major/minor and uncommon/common/rare/etc. are just not granular enough. I need to answer the question, "Do all my PCs have roughly equivalent magic item loads?"</p><p><strong>2. Magic item commerce.</strong> This is a giant can of worms but I've found it more helpful to examine the game-play ramifications than to simply ignore them and say "there are no magic shops."</p><p></p><p><strong>3. Crafting.</strong></p><p><strong>4. Spell research.</strong></p><p><strong>5. Houses/Bases.</strong></p><p>These last 3 items really just need to answer the questions, "cost, time, and does the PC need to spend the time or can they hire somebody to do it."</p><p></p><p><strong>6. Hirelings/Loyalty.</strong> In particular, rules for leveling up hirelings. I am thoroughly dissatisfied with the sidekick rules from Essentials Kit, as I think they take a completely backwards approach; I want something where ordinary NPC stat blocks can be upgraded over time. I also need guidelines for followers who have been press-ganged into service, as I have players who sometimes go with a "serve me or die" approach.</p><p></p><p><strong>7. Some reason to spend money on non-functional things like clothing, jewelry, lavish parties, donating to a church or cause, etc.</strong> Some of my players like to do this stuff and I try to reward them for it but it's really hard to know whether I'm doing enough. I'd really like a concrete system for "waste X dollars and get Y benefits." I still don't have a good solution for this. Just giving out Inspiration falls a little flat.</p></blockquote><p></p>
[QUOTE="77IM, post: 7879948, member: 12377"] I will answer the OP by mentioning some systems that I myself have felt compelled to create in order to fill in some gaps in 5E: [B]1. Magic item balance.[/B] Sorry, but major/minor and uncommon/common/rare/etc. are just not granular enough. I need to answer the question, "Do all my PCs have roughly equivalent magic item loads?" [B]2. Magic item commerce.[/B] This is a giant can of worms but I've found it more helpful to examine the game-play ramifications than to simply ignore them and say "there are no magic shops." [B]3. Crafting. 4. Spell research. 5. Houses/Bases.[/B] These last 3 items really just need to answer the questions, "cost, time, and does the PC need to spend the time or can they hire somebody to do it." [B]6. Hirelings/Loyalty.[/B] In particular, rules for leveling up hirelings. I am thoroughly dissatisfied with the sidekick rules from Essentials Kit, as I think they take a completely backwards approach; I want something where ordinary NPC stat blocks can be upgraded over time. I also need guidelines for followers who have been press-ganged into service, as I have players who sometimes go with a "serve me or die" approach. [B]7. Some reason to spend money on non-functional things like clothing, jewelry, lavish parties, donating to a church or cause, etc.[/B] Some of my players like to do this stuff and I try to reward them for it but it's really hard to know whether I'm doing enough. I'd really like a concrete system for "waste X dollars and get Y benefits." I still don't have a good solution for this. Just giving out Inspiration falls a little flat. [/QUOTE]
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