The D&D thread

Grabbit Allworth

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I don't even see how this new D&D team could make a Dark Sun setting. Everything would be "triggering".
Yep. If it does make it to print, it's going to be sandblasted into something that is Dark Sun in name only.

The old setting material is enough to put Leftists into a permanent seizure. There's a super long thread about it at ENWorld (don't visit that board if you value your IQ) and based on those comments alone, I genuinely hope it never makes it to print.
 
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Arbitrary

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You move the timeline up so that all the slaves are free and the desertification through magic is mostly fixed (heroic cabal of women practitioners) but there's a holdout of baddies for our diverse team of diversity to go stop. They want to make everything a slave desert again because they're men.

edit - got some concept art

1770496964168.png
 
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Grabbit Allworth

Confirmed J6 Insurrectionist
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I don't even see how this new D&D team could make a Dark Sun setting. Everything would be "triggering".
Yep.

For the last few years I have been holding on to the miniscule bit of hope that WotC might pull D&D out of its tailspin, but the recent wave of hires has completely destroyed that hope. There's .01% chance that a new Dark Sun product is anything more than the logo.

The D&D IP is completely cooked and whomever is in charge of their design/market direction is either a 70 IQ troglodyte or an extreme activist that couldn't care less how much money the brand loses.

There's no other explanation. Games, movies, and basically all forms of entertainment infused with Leftist propaganda have been getting gutted for years now. The 'people' do not want it, but the retard activists continue to produce it and lose their asses.

I'm all for watching them set billions on fire, but I don't want my beloved IPs to be a part of their sacrificial pyre.
 
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Chanur

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Yep.

For the last few years I have been holding on to the miniscule bit of hope that WotC might pull D&D out of its tailspin, but the recent wave of hires has completely destroyed that hope. There's .01% chance that a new Dark Sun product is anything more than the logo.

The D&D IP is completely cooked and whomever is in charge of their design/market direction is either a 70 IQ troglodyte or an extreme activist that couldn't care less how much money the brand loses.

There's no other explanation. Games, movies, and basically all forms of entertainment infused with Leftist propaganda have been getting gutted for years now. The 'people' do not want it, but the retard activists continue to produce it and lose their asses.

I'm all for watching them set billions on fire, but I don't want my beloved IPs to be a part of their sacrificial pyre.
Yeah new D&D is essentially dead to me. In starting to focus on smaller games like Shadow Dark and Lamentations of the Flame Princess. They are old school D&D based and keep the dangerous sword and sorcery feel.
 
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Grabbit Allworth

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Yeah new D&D is essentially dead to me. In starting to focus on smaller games like Shadow Dark and Lamentations of the Flame Princess. They are old school D&D based and keep the dangerous sword and sorcery feel.
I still play 5e regularly, but I've house-ruled it so much that you could argue that it's a new system. I haven't really changed any of the core fundamentals, but I have layered a massive number of additional systems on top of the existing framework.

Over the last few years I have experimented with a lot of new rules. Some worked, some didn't.

I needed (and still need) to go through those growing pains because some rules that sounded good in theory, didn't work well in practice.

For example - I really like the idea of characters needing to maintain their equipment after being damaged in combat, etc.

However, 99.5% of the time it ends up being effectively handwaved because it's mostly trivial unless you build a subsystem that accounts for character skill, armor type, damage type, materials involved, the availability of tools, etc.

It ends up becoming more simulation than game and a massive waste of time. It's much better to assume that characters will do what's necessary to maintain their gear unless it's outright destroyed or a specific narrative point puts some moment-to-moment emphasis on it.

The handling of resources such as food and water is another example, but this one is more nuanced and fun. The way I describe it to my players is that they don't matter until they do. For example - when you're in a town or village, it's assumed that you're able to easily feed yourself, but if you're in a desert tens of miles from anything -- well, that's a different situation.

Also, my long rest system is something I am really, really proud of. It adds some much needed variability to a system that is easily exploitable by players.
 
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Chanur

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I still play 5e regularly, but I've house-ruled it so much that you could argue that it's a new system. I haven't really changed any of the core fundamentals, but I have layered a massive number of additional systems on top of the existing framework.

Over the last few years I have experimented with a lot of new rules. Some worked, some didn't.

I needed (and still need) to go through those growing pains because some rules that sounded good in theory, didn't work well in practice.

For example - I really like the idea of characters needing to maintain their equipment after being damaged in combat, etc.

However, 99.5% of the time it ends up being effectively handwaved because it's mostly trivial unless you build a subsystem that accounts for character skill, armor type, damage type, materials involved, the availability of tools, etc.

It ends up becoming more simulation than game and a massive waste of time. It's much better to assume that characters will do what's necessary to maintain their gear unless it's outright destroyed or a specific narrative point puts some moment-to-moment emphasis on it.

The handling of resources such as food and water is another example, but this one is more nuanced and fun. The way I describe it to my players is that they don't matter until they do. For example - when you're in a town or village, it's assumed that you're able to easily feed yourself, but if you're in a desert tens of miles from anything -- well, that's a different situation.
Don't get me wrong I still enjoy 5E as well and play it occasionally too. For new products though I don't even look at it anymore. Still a great playing game.

I'm really looking forward to Deathdealer from the Proffessor Dungeon Master guy. It's kick starting next month I think.
 
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bigmark268

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So I'm reading stuff today at work. And stumbled across this website. It's fucking amazing. It's got all the planscspe stuff that's so much more readable than the pdfs of the old books lol. Www.mimir.net
 
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Hoss

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Yeah new D&D is essentially dead to me.
The great part about that is that it doesn't matter what drek the publish. They can't take away what we already have or have home brewed ourselves.

For example - I really like the idea of characters needing to maintain their equipment after being damaged in combat, etc.

However, 99.5% of the time it ends up being effectively handwaved because it's mostly trivial unless you build a subsystem that accounts for character skill, armor type, damage type, materials involved, the availability of tools, etc.

Have you considered going about it the other way? You can assume everyone does the bare minimum but if a player decides to invest time and skills into equipment maintenance they get some sort of bonus?
 
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Grabbit Allworth

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Have you considered going about it the other way? You can assume everyone does the bare minimum but if a player decides to invest time and skills into equipment maintenance they get some sort of bonus?
Absolutely.

One of the major misses of 5e is how shallow the proficiency system is. I massively expanded it so that characters can progress from Proficient -> Expert(ise) -> Mastery and reap benefits from their investment.

Non-magical gear is another area that needed a lot of help.

For example - a lot of characters buy their initial set of armor and will never use anything else until they find a magical set. Same with weapons. So, I added compelling (but balanced) ways for characters to utilize their skills to make and/or improve their gear.

The system makes the character's skills more valuable, gives them goals to work towards, and helps reduce the 'need' for magic items because players have other ways to progress.
 
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bigmark268

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I got the opposite problem. My crew is still half naked after 14yrs. They only are wearing what I give them as loot. Aside from starter gear. Which was weapons and armor or shields. Which have all since long been replaced.

We do have 2 artifact weapons I've given them though. One is a 2h mattle containing the soul of our friends char who passed away in rl.

The other we just got last month. And it is an energy arm / sword combo that was given to our maimed paldin after avenging a murdered God.