Wednesday, January 11, 2012

Thoughts on D&D

So, the next edition is coming out in ~2 years (2013 at some point). I was not a fan of 4e -- admittedly, I didn't play it often and only read through the rules twice but it pretty much struck me as D&D trying to be an MMO and failing, to say nothing of being more complicated than it needed to be. I find as I get older I get tired of games involving flipping through acres of pages and legacy systems that make little sense. So .... some thoughts toward 5e of D&D.

1) The stats will remain as they always were. This is, pretty much, a given. Ditto for HP and AC, however unwieldy they've perhaps become. A thought: give fewer options. So, random dice roll, stat at a time, and you're stuck with them. This will prevent a lot of the min/maxing that begins right at the gate. I would allow for an optional rerolling of all if more than 2 stats are 9 or lower, but that would be it.

2) Scrap the obsession with balance. Classes are not balanced: you play X because it is the best at X, and won't be as good at Y and unable to do Z. Trying to make every class even seems to do a disservice to all of them.

3) If every race can be a PC, then have them all as options from the get-go. People aren't spending money on RPGs like they did back in the day: said model isn't working, so don't piss people off by trying to force it on them.

4) Reduce the amount of books.
PHB (The basic classes, with instructions for how to make everything else into a PC class. Ta-da. Combat stuff. Magic. Also psionics. They'll show up, put them in as part of the main thing from the start.)  
DM/M&M: One book. Cull stuff, streamline and focus things.
Optional book:  The M&M species done up as PHB ones. The rules should allow the GM to do that on his/her own but this could be handy and include the 'full' M&M list of monsters to make certain people happy.

Also, if one will be making Settings -- which one will -- have some idea as to what and the relevant feats in the main book rather than setting-specific ones. Just a thought.

5) Character generation can be complicated (See: spells, keeping track of). Make an online PC creator, make it free, give .html and .rtf formats for finished PCs.

6) Toss skills out the window, as they're just excuses/reasons not to role-place. Assume everyone can do X at a certain level, add in feats if they want to be better. So anyone can Climb, if you have a feat you can climb really well (and without the equipment). D&D is focused on dungeon crawls and killing monsters -- this has never changed, from a system POV. If skills vanish, it requires actual player skills to work things out, not just 'I check for traps.' *roll dice*. Rolling dice should be for social and physical combat, not broken things like diplomacy checks devoid of role-playing.

7) Cull things. If need be, add all those in as pdf/pod things later on for those who insist on having weapon X and Y and armour Z.

8) Recognize that the Epic 20+ level D&D stuff has never worked; don't bother trying to get it to.

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