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<blockquote data-quote="Tales and Chronicles" data-source="post: 7316478" data-attributes="member: 6871653"><p>I just discovered some interesting OSR games that use thing that (IMHO) D&D 5e could have used. In Beyond the Wall, you get the option of creating your own character from scratch, but the game consider you use something called a Playbook. You choose a concept you like (ex: The Nobleman's rebel daughter, the Dwarven aventurer or the elven ranger), and the Playbook gives you 8 tables to roll from to generate your background and your stats in correlation with your life (you were the smith's apprentice: +2 str and the skill: Smithing). The Playbook also gives you your class. I think that, with the apparition of the ''its your life'' tables from XGtE, D&D could mix more the mechanical part of your character building with the storytelling part.</p><p></p><p>Also, I'd like if 5e just handwaved things that are rules just for the sake of rules: the difference between holding/wearing/using/wielding, juggling items and free hands to do stuff, falling rates, tying knots etc. I dont thinks these rules make for a more interesting game. At the same time, they could have given more to exploration mechanics. Even crits could be more interesting. I dont know if anybody plays the Fantasy AGE game, but it uses a Stunt system where, when you roll doubles on 3d6, you generate points to spend on a Stunt Table (Extra damage, effect or action). There's a Stunt table for Combat (Martial and Magic), Exploration and Social encounters. D&D could use the same with Crit: when you roll a nat 20, roll a d6, this gives you a number of points to spend on Stunts (It would make the Champion fighter more interesting: no maneuvers, but an increased chance to generate Stunt points, maybe even a bonus to generated SP at some level)</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 7316478, member: 6871653"] I just discovered some interesting OSR games that use thing that (IMHO) D&D 5e could have used. In Beyond the Wall, you get the option of creating your own character from scratch, but the game consider you use something called a Playbook. You choose a concept you like (ex: The Nobleman's rebel daughter, the Dwarven aventurer or the elven ranger), and the Playbook gives you 8 tables to roll from to generate your background and your stats in correlation with your life (you were the smith's apprentice: +2 str and the skill: Smithing). The Playbook also gives you your class. I think that, with the apparition of the ''its your life'' tables from XGtE, D&D could mix more the mechanical part of your character building with the storytelling part. Also, I'd like if 5e just handwaved things that are rules just for the sake of rules: the difference between holding/wearing/using/wielding, juggling items and free hands to do stuff, falling rates, tying knots etc. I dont thinks these rules make for a more interesting game. At the same time, they could have given more to exploration mechanics. Even crits could be more interesting. I dont know if anybody plays the Fantasy AGE game, but it uses a Stunt system where, when you roll doubles on 3d6, you generate points to spend on a Stunt Table (Extra damage, effect or action). There's a Stunt table for Combat (Martial and Magic), Exploration and Social encounters. D&D could use the same with Crit: when you roll a nat 20, roll a d6, this gives you a number of points to spend on Stunts (It would make the Champion fighter more interesting: no maneuvers, but an increased chance to generate Stunt points, maybe even a bonus to generated SP at some level) [/QUOTE]
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