dimanche 30 novembre 2014

5e microlite kibbitzing

So, sort of off topic on the other thread...



Bouncing back and forth between various guiding principles for microlite, so first step is really nailing down the core philosophy.



5e basic concepts, but a lot of fiddly details removed. Maybe only a few generic weapons and the rest is fluff (so, one-handed melee), a few armors.



I'm inclined to skip bonuses to ability scores, generally, because it seems raising level effect just for the sake of it. I personally have no problem with making advancement relatively less dramatic.



Races and classes stripped down a bit. Spells... hoo boy. Still debating that one.



I think one of the critical bits in making a lite system is focusing more on the game itself and playing, rather than character tinkering. There should be a few cool options, and then shut up and play.



I also want to take a nod toward older style play, and encourage people to 'do stuff,' where 'do stuff' is somewhat vague and story-driven. Practically speaking, while this might seem 'hippy dippy,' returning discretion to the GM and players also helps simplify rules considerably, since you don't have to work out eeeeverything little thing.





Fighters have a schtick, 'extra attacks.' A few weapon styles. Perhaps a general ability to do combatty maneuvers and stuff in combat, maybe swapping extra attacks for knocking things down, bracing doors, disarming, etc.



Rogues have a clear schtick of sneak attack. I'm ... not a huge fan of sneak attack, but I think changing sneak attack drastically runs the danger of wandering too far afield from '5e microlite' into 'Will's D&D that smells faintly of 5e.'

Sneak attack does help balance rogues, with one or two attacks, to Fighter's potential 4 attacks.

Again, rogues should have a few sneaky around/skilly abilities, and perhaps an extra ability to move around in combat, perform tricks (sand in the eyes).



Wizards... hoo boy. One thought is to outline a few specific abilities with variable flavor to attack, defend, and do various useful things. In combat, perhaps an open ended 'manipulate the battlefield.'

Maybe a simple metasystem to make spells (this can easily turn into a not so simple metasystem, so I'm reluctant to get that into it)





So, to recap... I think key to microlite is giving races/classes less stuff, but making stuff more important.





5e microlite kibbitzing

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