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11 months ago  ::  Jul 18, 2012 - 8:12AM #1
Uskglass
Date Joined: Oct 17, 2007
Posts: 925

*Edit: list below has been updated to reflect feedback from the thread*

  We have a lot of ‘holy war’ threads on these boards, about the many aspects of D&D we do not agree upon. But lately it looks like each side is realizing they cannot expect to have their way at the expense of the others.


So it may be interesting to focus on what we do generally agree upon (or at least we can live with), to see if this helps outline some kind of minimal common denominator.


I have no illusion there will be 100% consensus on anything, but if we can get most of the community to agree on some principles that may be start.


Note that this is aimed specifically to identify CORE features. There may be plenty of variations and options available through modules then.


I’ll try and make a start. People can then provide contributions in their posts and let’s see where we go.


General consesus (meaning most people are ok to have these among CORE features):  


-       6 abilities (Str, Dex, Con, Int, Wis, Cha)


-       Classes as fantasy archetypes


-       All races have access to all classes (unless stated otherwise for narrative reasons specific to each campaign)


-       Progression through levels


-       Progression (experience) not necessarily linked to kills, treasures or quantitative stats


-       Opportunities for characters customization and variety without creating major unbalance


-       Standard resolution method is d20+mods vs target value


-       Math balanced across all levels: attacks, defenses, saving throws…


-       Classes are roughly balanced with each other at all levels across the pillars


-       All classes are able to contribute meaningfully to the party at all levels


-       No class is indispensable


-       Grid is not required but can be used if desired


-       Effective ‘at-will’ resources available for all classes (this may include basic attacks)


-       Some form of long term (across encounters) resources available


-       Magical healing not mandatory


-       No ‘feat taxes’


-       Defined list of standard condition effects


-       Combat by default shouldn’t take too long (TBD)


-       Improvisation and re-fluffing allowed and encouraged (with guidelines)


-       DM 'minimal requirement' preparation job is lean


-       Little book-keeping needed during play


-       Rules are simple and clear, minimizing interpretations and debates during play


-       System mastery and optimization don’t make characters dramatically more effective




Controversial (potentially suitable for MODULES): 

- Save or Die mechanics

- Self-healing capabilities for all classes

- +X magic items

- Alignment mechanics          

- Scope of magic   

- 'Gritty' vs 'High Fantasy' style


Note: this doesn't mean the above cover all core features and all modules that may be included. It's just a stab to highlight some recurring topics and the general feeling about them.  

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11 months ago  ::  Jul 18, 2012 - 8:46AM #2
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362
Take out self healing and leave in save or die an I can agree with the rest.
Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago  ::  Jul 18, 2012 - 8:49AM #3
Uskglass
Date Joined: Oct 17, 2007
Posts: 925

Jul 18, 2012 -- 8:46AM, Valdark wrote:

Take out self healing and leave in save or die an I can agree with the rest.




That's the kind of feedback I'm as looking for here. Thanks.

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11 months ago  ::  Jul 18, 2012 - 8:52AM #4
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362
No problem. 

I'd really like to see how long this list can be.
Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago  ::  Jul 18, 2012 - 9:05AM #5
Taikishi
Date Joined: Jan 22, 2011
Posts: 213
I'll have to look through this lust a little more closely, but leave self healing and SEVERELY LIMIT save or die (or just remove it entirely) and I'll be fine with it at first glance.
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11 months ago  ::  Jul 18, 2012 - 9:07AM #6
Lawolf
Date Joined: May 4, 2008
Posts: 4,246
- in combat healing is not mandatory for group success

- groups with no spellcasters can overcome all challenges in any adventure published (aka magic users are not mandatory)

- interesting combat and non combat options available for non magical characters
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11 months ago  ::  Jul 18, 2012 - 9:37AM #7
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,231
That is mostly complete for me. I'd prefer the SoD stuff is packaged for easy removal, and any solution for healing that doesn't require specific classes to be mandatory (cleric) works for me.
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11 months ago  ::  Jul 18, 2012 - 10:10AM #8
GilbertMDH
Date Joined: Nov 21, 2009
Posts: 399
I think self healing for all classes should be recast as magical healing is not required. A lack of magical healing should not grind the pace down to one encouter a week because it takes that long to get your HP back. I think grittiness like that should be optional, not core. Describing this part in this way leaves more freedom in how you design the solution.
My thoughts on Armor

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My thoughts on Healing
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11 months ago  ::  Jul 18, 2012 - 10:16AM #9
Valdark
Date Joined: Nov 22, 2007
Posts: 3,362
Yeah,

Magical healing not required is a different beast and I'm fine with that. 

I prefer gritty but modular grit is fine by me.
Brave Knights of W.T.F. Gryphon Helm Winner.

Edition wars kill players, this will kill Dungeons and Dragons.
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11 months ago  ::  Jul 18, 2012 - 10:22AM #10
Wndstar
Date Joined: Apr 2, 2009
Posts: 194

Jul 18, 2012 -- 8:46AM, Valdark wrote:

Take out self healing and leave in save or die an I can agree with the rest.




I agree with this, tho the martial at-wills have to be non magical.

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