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1 year ago ::
Jan 13, 2012 - 6:58PM
#1
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Date Joined:
Aug 21, 2007
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Hello everyone, This thread is about what you would like to see as a new mechanic in D&D. This should be either something completely new that you think other editions never tackled porperly, or something that appeared in an accessory/unearthed arcana as an alternative rule that you particularly liked and that would like to see more of (and please explain why) or something that was always there (in most editions of D&D) and would like to see removed....for good. I, for once, would like to see: 1) A comeback of the Wound Points/Vitality Points mechanic or some similar alternative. In this system you recover Vitality Points quite fast (perhaps replenishing them fully after a short rest?) so that characters don't need artificial things like healing surges, nor do they need frequent long rests to be able to move on with the adventure. 2) Damage Reduction mechanic for Armors. Maybe it's just me, but hitting a dude in a big armor shouldn't be about actually hitting the target, but going through their thick defenses. On the other hand, characters that rely heavily on dexterity to avoid being hit should use their Reflex Defense (making it a dodge) instead of the standard AC. 3) A new system for multi-classing that doesn't penalize me in terms of more XP needed to level (as in 3e) nor fewer abilities gained in my first class (as in 4e). I'd like something more like a Gestalt character solution (3.5e Arcana Unearthed). 4) Guilty Pleasure: Council of the Wyrms...making dragon characters 5) The abolition of "Daily" abilities/powers/spells/whatever. I honestly never found anything more "metagame" than that. There is nothing in my life I can think of that I can only do "only once" daily.
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1 year ago ::
Jan 13, 2012 - 7:05PM
#2
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The ability to push yourself such that you're drained for days afterwards. Not to be hurt so bad you're drained, but to actually go all out, and use abilities that damage you so much it takes more than one night to fully recover.
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1 year ago ::
Jan 13, 2012 - 7:05PM
#3
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I would like to see them really emphasize the tool box approach to making the game.
Some players want complexity and others want simplicity. Give players the tools to make the game as complex as they want it to be.
Start with a simple system and then layer sub systems on top of it.
Start at Hit Points as an abstraction of over all capacity, move up to wounds and vitality if you want, or keep going all the way to Hit Locations and individual Wound Thresholds
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1 year ago ::
Jan 19, 2012 - 9:57PM
#4
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Date Joined:
Jan 15, 2004
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The OP pretty much covered all I want, *especially* point 4.
What I'd like to see would be guidelines/modules for playing with any thing at 1st level; dragons at 1st level? sure; plane hopping right at the start? no problem; rule a kingdom or lead an army? go for it. Naturally, this would mean that not all 1st level characters are equal, but that's pretty much what the modules would mean, I think.
"I don't want to fight dragons." - Hiccup
If dragons are to be invovled, I much prefer to play as a dragon, dragon rider, dragonslayer-slayer, dragonfriend, or anything else *but* a dragonslayer.
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1 year ago ::
Jan 19, 2012 - 10:36PM
#5
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Date Joined:
Dec 13, 2006
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A modular system that allows you to play the game how you want it, while still leaving almost all material published usable in any of these variants.
In one game, one rule system, have different ways of doing: class/race abilities multiclassing/featclassing/gestalt/talent trees feats/qualities/powers combat flow skills magic items/treasure/wealth difficulty/lethality
Luckily, this is more or less what WotC is saying they want to do with 5e, from what I gather.
Want the tl;dr of my posts? Read the bold text; I put it there to highlight the main points for ease of skimming.
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1 year ago ::
Jan 19, 2012 - 10:49PM
#6
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Date Joined:
Aug 25, 2007
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maybe a elementalist class who creates his spells magica style
so cast abilities somthing like : op i chose range 5 costing 1 point chose burst 1 costing me 3 points. add ongoing fire for 2 points and add the rest of my points alouwed this turn toward damage.
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1 year ago ::
Jan 19, 2012 - 10:54PM
#7
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Date Joined:
May 18, 2002
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1 year ago ::
Jan 19, 2012 - 10:57PM
#8
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Date Joined:
Aug 25, 2007
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The ability to push yourself such that you're drained for days afterwards. Not to be hurt so bad you're drained, but to actually go all out, and use abilities that damage you so much it takes more than one night to fully recover.
]
so maybe somthing like : you expend 12 healing surges and go for the .
you can get into negitive healing surges using this power. negative healing surges heal at the rate of 1 per day, after the point where you healed back to 0 healing surges you heal normaly.
nuclear option: effects the next power you use: all areas are increased by 3 squares, dubel the amount of damage dice from the power, if you hit a target you automaticly score a critical. any creature taking more then his healing surge value in damage dies.
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1 year ago ::
Jan 20, 2012 - 12:24AM
#9
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Heh, the OP is asking for all old things.
With regards to points 1, 2, 5: these are abstractions, just like hitpoints. Yeah, some of them go out on a limb, but so does the concept of levels, saving throws, and just about everything attached to a die roll. If it interferes with your immersion, it would be great for the new edition to allow you to use an approach that allows to discard the offending mechanics. And I think we'll get that, but we'll have to see.
I like new settings and new classes and new ways to approach the game. I'm a big 4E guy, and I'd prefer to see it as the skeleton for the new edition, since it does run smoother than the previous editions, and is largely scaleable. Despite my severe trepidations (this edition is so unnecessary), I do look forward to seeing how they implement their design goals of keeping me on board while luring back the 3ers...
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1 year ago ::
Jan 20, 2012 - 3:07AM
#10
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Date Joined:
Dec 16, 2006
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#1 — Daily powers need to go. Encounter powers (and even some actions) could be expanded to have a "Surged" effect. See #2.
#2 — Hit Points or Surges could be spent to use an encounter power again in the same encounter, to get a more powerful version of the power, to get more damage from an attack, etc. Heck, they could do away with Action Points and the extra action for a Surge that lets a player roll 2d20 for an attack or power and use the higher die. I'll take a better chance to hit over another action just for speeding up combat.
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