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General Tabletop Discussion
*Dungeons & Dragons
What rules and mechanics from other systems would you like to import into your 5e games?
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<blockquote data-quote="77IM" data-source="post: 7407199" data-attributes="member: 12377"><p><strong>Progress Clocks</strong> from <em>Blades in the Dark</em>. They are a weird cross between 4E skill challenges and <em>Apocalypse World</em> countdown clocks, but more flexible than either.</p><p></p><p><strong>Social Moves</strong> from <em>Apocalypse World</em>, maybe with a tad more depth to them. Basically, the DMG system for social checks is a good step in the right direction, but I want something that gives social interactions a little bit more direction.</p><p></p><p><strong>Intrusions</strong> from <em>Numenera</em>. I've never played this game. But I always liked the idea of formalizing the relationship between DM meta-gaming and player meta-gaming in this way. It's similar to Hero Points from <em>Mutants & Masterminds</em> and bennies from <em>Savage Worlds</em> but seems a little more direct.</p><p></p><p><strong>Descriptors and Trappings</strong> from <em>Mutants & Masterminds</em> and <em>Savage Worlds</em>. These are pretty much the same thing. They are a formal system for "DM's Discretion Goes Here." Descriptors are just a wonderful way to encapsulate all the minor, infrequent interactions that aren't important enough to have rules for -- yet, they allow the rules to be phrased in "absolute" terms.</p><p></p><p>For example, there are a lot of debates about what happens when you cast an electrical spell underwater. There's no rule that says it might work any differently underwater than on land, so a strict RAW purist would not modify the spell's effects. Many other players would say: no, the DM can always modify how things work in special circumstances. But is this circumstance special? It may come as a surprise to the strict RAW purist!</p><p></p><p>With Descriptors, the DM can say, "ah, that spell has the lightning descriptor, so it's going to interact with this environment's water descriptor." This is a constant reminder that the DM's discretion might come into play, while also providing guidance to that discretion. The benefit is <em>purely psychological</em> but I've found it very helpful in running games smoothly.</p></blockquote><p></p>
[QUOTE="77IM, post: 7407199, member: 12377"] [B]Progress Clocks[/B] from [I]Blades in the Dark[/I]. They are a weird cross between 4E skill challenges and [I]Apocalypse World[/I] countdown clocks, but more flexible than either. [B]Social Moves[/B] from [I]Apocalypse World[/I], maybe with a tad more depth to them. Basically, the DMG system for social checks is a good step in the right direction, but I want something that gives social interactions a little bit more direction. [B]Intrusions[/B] from [I]Numenera[/I]. I've never played this game. But I always liked the idea of formalizing the relationship between DM meta-gaming and player meta-gaming in this way. It's similar to Hero Points from [I]Mutants & Masterminds[/I] and bennies from [I]Savage Worlds[/I] but seems a little more direct. [B]Descriptors and Trappings[/B] from [I]Mutants & Masterminds[/I] and [I]Savage Worlds[/I]. These are pretty much the same thing. They are a formal system for "DM's Discretion Goes Here." Descriptors are just a wonderful way to encapsulate all the minor, infrequent interactions that aren't important enough to have rules for -- yet, they allow the rules to be phrased in "absolute" terms. For example, there are a lot of debates about what happens when you cast an electrical spell underwater. There's no rule that says it might work any differently underwater than on land, so a strict RAW purist would not modify the spell's effects. Many other players would say: no, the DM can always modify how things work in special circumstances. But is this circumstance special? It may come as a surprise to the strict RAW purist! With Descriptors, the DM can say, "ah, that spell has the lightning descriptor, so it's going to interact with this environment's water descriptor." This is a constant reminder that the DM's discretion might come into play, while also providing guidance to that discretion. The benefit is [I]purely psychological[/I] but I've found it very helpful in running games smoothly. [/QUOTE]
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What rules and mechanics from other systems would you like to import into your 5e games?
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