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You are given the reigns: what do you do?
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<blockquote data-quote="Lanefan" data-source="post: 9266430" data-attributes="member: 29398"><p>Same here; but as they've given me the reins anyway, here goes:</p><p></p><p>First off: this would be<strong> in addition </strong>to the existing 5e productions; the specific intent is that the two systems would run side-along. This isn't intended to replace 5e.</p><p></p><p>Start with 1e. Tweak it extensively, and drop (or very clearly label as optional) those parts that didn't often get used e.g. weapon speed or weapon-v-armour-type. Intentionally keep roll-under and some other "reverse" subsystems; I want a game where players have to think, and my target market is college-age and higher. Add in a few new classes. Each class has a clear niche, and has clear weaknesses to go with its strengths. Multiclassing (which works for all species like the 2e version) either goes away or becomes highly suboptimal. Make it clear that while the game is designed deep into the teens levels it's only intended to be played up to about 10th-12th and if it breaks after that it's not covered by warranty. Options for advancement rates from fast (2-4 sessions or one adventure per level) to very slow (20+ sessions or 2-3 adventures per level) to suit those who want their campaigns to be able to sustainably last. Provide lots of in-game ways for characters to spend their money including stronghold rules, training to level, DM-facing magic item pricing, and so forth.</p><p></p><p>And bring an attitude across the board of "it's the party that matters, not the individual character". Characters - including yours! - will die or worse, but the party carries on.</p><p></p><p>Then, 4 books plus a cheater 5th thing:</p><p></p><ul> <li data-xf-list-type="ul">PH, DMG, MM much like we're used to, with the DMG cleaned up from the 1e version but containing much if not all of the same general material.</li> <li data-xf-list-type="ul">a setting book/guide: brand new somewhat-generic setting, but also with a chapter (or two!) of general worldbuilding tips and advice for the DM who wants to homebrew a setting.</li> <li data-xf-list-type="ul">a series - and by a series I mean eventually a whole bunch - of standalone adventure modules along the lines of what we saw in the 0-1e era.</li> </ul><p></p><p>More important: notice what's not there? No VTT support. No 3-D malarkey. This is a game to be played in person around a table, period; with the only online element perhaps being digital copies of the books etc. for ease of reference.</p><p></p><p>Were the above to crash and burn I'd then do the same; but if not, I'd keep at it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9266430, member: 29398"] Same here; but as they've given me the reins anyway, here goes: First off: this would be[B] in addition [/B]to the existing 5e productions; the specific intent is that the two systems would run side-along. This isn't intended to replace 5e. Start with 1e. Tweak it extensively, and drop (or very clearly label as optional) those parts that didn't often get used e.g. weapon speed or weapon-v-armour-type. Intentionally keep roll-under and some other "reverse" subsystems; I want a game where players have to think, and my target market is college-age and higher. Add in a few new classes. Each class has a clear niche, and has clear weaknesses to go with its strengths. Multiclassing (which works for all species like the 2e version) either goes away or becomes highly suboptimal. Make it clear that while the game is designed deep into the teens levels it's only intended to be played up to about 10th-12th and if it breaks after that it's not covered by warranty. Options for advancement rates from fast (2-4 sessions or one adventure per level) to very slow (20+ sessions or 2-3 adventures per level) to suit those who want their campaigns to be able to sustainably last. Provide lots of in-game ways for characters to spend their money including stronghold rules, training to level, DM-facing magic item pricing, and so forth. And bring an attitude across the board of "it's the party that matters, not the individual character". Characters - including yours! - will die or worse, but the party carries on. Then, 4 books plus a cheater 5th thing: [LIST] [*]PH, DMG, MM much like we're used to, with the DMG cleaned up from the 1e version but containing much if not all of the same general material. [*]a setting book/guide: brand new somewhat-generic setting, but also with a chapter (or two!) of general worldbuilding tips and advice for the DM who wants to homebrew a setting. [*]a series - and by a series I mean eventually a whole bunch - of standalone adventure modules along the lines of what we saw in the 0-1e era. [/LIST] More important: notice what's not there? No VTT support. No 3-D malarkey. This is a game to be played in person around a table, period; with the only online element perhaps being digital copies of the books etc. for ease of reference. Were the above to crash and burn I'd then do the same; but if not, I'd keep at it. :) [/QUOTE]
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