D&D 5E - How would I do it?

Jan 12, 2012 16:09

For those not aware, D&D 5E has been announced.
In looking at many of the ideas being proposed for it, I'm sitting here wondering - how would I do it.

Firstly, what would my goals for it be?
Design Goals

These items are compared to the existing variations of 3rd and 4th Editions.
  • Faster Combat
    I've found currently combat is slow and clunky in all editions. However D&D has always (from my perspective) been about the tactial combat, and I don't think that should be abstracted out too much either - but it should still be possible to run a complete combat sequence in less than an hour.
  • Skills should encourage roll-playing
    Even if the end mechanical is the same, what skill levels are called, and how they are presented impacts on how people use them in roll-playing
  • Modular Complexity
    This may be difficult to achieve, but the I like idea of people choosing how complex they want their characters, while still being compatible and on-par with those who want simplier characters.
    And I feel this should also be an option for the game over-all. Some want a simplier combat system, others like all the options available to them.
  • Meaningful Magic Items
    Sadly completely lost in 4E, where magic items are assumed to be part of your progression. However, even in 3rd I felt magic items didn't feel special enough, and there was too much pressure to get the next +1 level up item over something interesting.


Having defined some goals I want to achieve, I also want to define what is Core D&D, and what options I want to keep from previous editions.
Define Core D&D

I'll just reference the Legends and Lore article on the topic. I don't agree with it completely, but it'll do for the moment.

Things I'd like to keep from previous versions

I've played D&D prior to 3rd Ed, but barely. Ie. one or two sessions from some of the editions. And also years ago - so I'll concentrate on things from 3rd and 4th.
  • Death Saving throws
    I really liked the change in unconcious leading to behaviour added to 4th. I found death in 3rd edition often too much of a luck case where a party member was reduced to a few hit points, and the next hit will kill him past the -10 limit. Shifting to -half max as death solved this nicely, but baring a monster then trying to kill an unconcious player death is hardly a threat.
    Adding the Death Saving Throws, solves this in a quite nice fashion. It adds a threat of death when unconcious and bleeding, but still allows time for a party member to save you.
  • Non-AC Defences
    Referred to by my group as NADs. I felt it was a fantastic shift from making saving throws on various NADs to having them attacked directly. Thematically I felt it make more sense for the wizard to be attacking you when casting his spells, than he's just casting them and seeing if you successfully save.
    On the other side, I'd still like a save mechanism for traps, or environmental effects - and put the onus on the players to actively avoid them.
Hopefully I'll update this list as I think of things.

d&d

Previous post Next post
Up