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1 year ago  ::  Jan 22, 2012 - 2:32PM #1
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
The eventual goal here is to create a classless system for the upcoming edition of D&D.
Seeing as there's no real 5E mterial to work from, it's all theory and such right now.

Additionally, since there's at least four (a bit closer to six or seven) versions of D&D out in the wild, they probably need classless frameworks as well.
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1 year ago  ::  Feb 01, 2012 - 3:23PM #2
chaosfang
Date Joined: May 1, 2009
Posts: 4,878
Thanks for the invite I'm guessing that it's my classless D&D system that I posted that got me the invite to this group :p Yeah, a working D&D framework that would allow just about any type of gameplay would be nice, sorta like a D&D version of GURPS I guess ^^

Being a 4E fan though, it's expected that my system would be centralized on two things (one iconic to the game, and one loathed by 4E-haters): ability scores, and powers.

I firmly believe that ability checks should be the norm, with skills being optional tweaks, since reprinting every skill + ability modifier and other rarely-existing modifiers seem to be a waste of print space and a potential waste of character building time if the group isn't into specifying what aspect of what stat is to be affected.  I wouldn't mind changing the +/- stats from +/- every 2 points to +/- every 3 points and flatten the DC curve and all that

I like the fact that powers are effectively class-exclusive feats + class features + spells (all different ways of saying the same thing).  I don't like the fact that people tend to forget that they can use their powers in various ways depending on the scenario, like using Thunderwave to knock tables and chairs over enemies [dealing small damage but primarily knocking them prone], or slicing a giant stone to demonstrate how deadly the group is [situational bonus via a powerful melee power], or coordinate a combo attack with one PC throwing a couple of vials of oil flask, another PC shooting a volley of arrows at the flying oil flasks, and another PC light setting the whole thing ablaze with an instant explosion of sorts (and all three walking away in slow motion while a conflagration ensues).  I haven't figured out how to make a compromise on that, although I suppose an in-game example should be apparent. 
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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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1 year ago  ::  Feb 02, 2012 - 11:39AM #3
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
You're a group moderator now.

A lego-kit approach to 4E's framework may have saved it from its impending extinction.  Instead, we just ended up with at least a couple dozen heavily overlapping classes for some reason.
Really, that's a problem all the Es eventually wandered into as well.
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1 year ago  ::  Feb 04, 2012 - 6:13PM #4
chaosfang
Date Joined: May 1, 2009
Posts: 4,878

Feb 2, 2012 -- 11:39AM, Qmark wrote:

You're a group moderator now.

A lego-kit approach to 4E's framework may have saved it from its impending extinction.  Instead, we just ended up with at least a couple dozen heavily overlapping classes for some reason.
Really, that's a problem all the Es eventually wandered into as well.


Wow, I'm quite honored Thanks

Yeah, I'm thinking that the classless 4E approach -- diluting every fluff-based aspect (including the difference between arcane and divine spells, etc.) and allowing DMs, players, and entire groups to have 100% control over their fluff, as well as the mechanical implementation of that fluff (through the "core" feat system, as well as optional add-ons like classes, power sources, paragon paths, epic destinies, themes, kits or whatever) -- would be a very good approach in preventing overlap + spell/feat/power bloat, and emphasizing how 4E embraces refluffing because all the fluff aspects are simply that: fluff.

I'm also thinking it could be an interesting jump off point for just about any campaign setting, especially since it has the same precepts as Gamma World 4E (which is race-based instead of class-based).

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I personally feel that while D&D Next is an edition that at least tries to get back to its roots, it also embraces the rotten diseases that have infected those roots as well (given how a lot of sentiments I've been reading are tantamount to "those broken things were fun, we didn't mind the DM shutting us down from time to time since we were the ones doing most of the shutting down [of each other] anyway"**).  While I'm all for player innovation in the face of obliteration and lack of tools, I fail to see why the default should be "it's easy to break, but the DM can keep it from breaking", instead of "go ahead, break it DM!"

** Really, statements that go like "Vancian spellcasting was only broken because of a few spells", "the fighter could shine most of the time, but the Wizard could at some point become uber awesome because of his nova", "balance = bland because it prevents creativity"?
 
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You are Red/Blue!
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

D&D Home Page - What Monster Are You? - D&D Compendium


Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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1 year ago  ::  Feb 04, 2012 - 8:59PM #5
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
If I thought there was any intrest (and I had any idea where it all went), I'd dig up my notes from an extensive reverse-engineering of 2E.
I don't remember if I dug deep enough for a fully classless-system, but I did get into the guts enough to make a lego-kit class system that was far better (and far less gimped) than the one in the DMG.  All of it started as an attempt to get every dragon playable in Council of Wyrms rules, and just snowballed from there.

Also, I just invited whoever it was who made the Open-Class Character Creation thread.
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1 year ago  ::  Feb 05, 2012 - 1:18AM #6
Zepherdragon
Date Joined: Jul 10, 2003
Posts: 57

Thanks for the invite. Smile

Speaking of reverse-engineering 2E, I did the same thing with 3e starting 9 years ago. It's been a work in progress this whole time too. The same guy who designed 3e has his hands all over 5e and I get the feeling he's going to give the George Lucas treatment to it all over again. I remember reading the threads in 2003 on everything having to do with 3e and it was nothing short of an unmitigated disaster. The more you dug into the thinking behind the rules, the less they made any sense. Back then I had a thread called 4.0 Open Class System which was based on exactly what my recent thread was based on. The creative ideas and fantasy details are wonderful additions in 4e but it immediately felt more like World of D&D than just D&D. I was already playing WoW and I didn't need to play a board game version of it. I apologize if that comes off as insensitive to any 4e players Tongue Out

An Open Class System will never be the primary character creation method of D&Dn because it won't have enough fluff to be worth selling as a product. What I'm interested in, as a DM with 19 years DMing experience, is freedom but not in the form of a billion and one home-brew-rules. Honestly, I don't trust the Devs involved with 5e to do anything but cherry pick the features everyone liked and then try to cram it into one package.

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1 year ago  ::  Feb 05, 2012 - 4:40PM #7
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
There's probably a minimal amount of fluff needed to hold DnD together as a legal brand.
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1 year ago  ::  Apr 28, 2012 - 2:22AM #8
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064
Seems interesting. I've joined to keep an eye on what you come up with but I might chip in to help too, who knows.
Are you interested in an online 4E game on Sunday? Contact me with a PM!

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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


Ideas for 5E
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1 year ago  ::  May 02, 2012 - 10:46PM #9
Pa11ad1n
Date Joined: Jan 9, 2012
Posts: 356
A few years back I started working on a classless system for 3.x (well... OGL conan... but it's the same thing really) but have long since lost my notes.  Only got it far enough to normalise BAB and saves (and class based AC adjustment, but that is a moot point here) which allowed for more sensible multiclassing but was a far cry from actually being a classles system. 
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1 year ago  ::  May 03, 2012 - 12:12AM #10
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,510
Things will start picking up rather soon.
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