
Dan Albee |

If you could design the next edition of Dungeons and Dragons how would you do it?
More balance, less balance, modelled off of OD&D, 3.5, 4E, computer games, less crunch, more crunch, more fluff, more miniatures, less etc...
I thought it might be an interesting thread to read (if folks can leave the current edition wars out of it..note I placed this in "other RPGs").
Here is my answer:
Thinking about my own history with the game and various criticisms of EVERY edition, If I had the chance today, I would take AD&D and make a new edition from there. Clean up those rules without overdoing it. I like some of the consequence stuff like: a haste spell ages you. Because some of my rules might not be perfectly balanced my edition would tend toward rules-lite and probably include a fair amount of DM fiat or plenty of option for that.
Combining the nastalgia and good memories of AD&D as well as my current preferred DMing style and considering some of the brilliant ideas and changes made over the last 30 years of D&D editions I would create a fun, unbalanced encyclopedia-style game of fantasy inspiration!
Oh and thieves would roll percentile dice for their various rogue abilities, i just miss that!
Ok, I'm not looking for criticism of my edition, just hearing about yours... :)
Thanks.

Dan Albee |

Dan Albee wrote:(laughing) You are kidding, right?CourtFool wrote:Sounds interesting... tell me more..My edition would be so vastly different from any other version of D&D, I do not think you could call it D&D.
Classes…gone!
No kidding. You could play some other game that doesn't use classes, but it sounds like you'd prefer D&D that way. Unless you're just pulling my chain.
Lets get creative, who knows maybe we'll strike gold...

T'Ranchule |

Forgive me if I'm wrong, but isn't this kinda what Pathfinder already is? I mean, yes the system is being developed to suit Golarion and the stories it tells, but isn't the system also being made by D&D fans (both the Paizo staff and us punters) to make the improvements that are needed in the 3.5 ruleset and to maintain the game's spirit? Or am I missing the point entirely?

Numerian |

we play a homebrew system, but I doubt that it can ever be written cause the rules develop as we play, so you don't get skills/feats/spells when you level up but through roleplaying
at first your character is classless, ''base'' for skills/feats/spells is similar to epic spell seeds, they can be improved or be forgotten/atrophy depending on what our character does with them. Then the DM decides on the class, warrior, arcanist or rogue (rule of three) which can be changed easily. Class abilities/spells/feats/skills depend on a lot of factors, power of belief, lore learning, race/culture, activating innate powers (from bloodlines, previous incarnations etc.), training, membership in organizations (we play a lot in FR), grafts/items, pacts ...

jdh417 |
I actually did try to make up my own D&D-ish game. It was sort of classless (uncouth and rude, as well). Characters start with a previous profession and a current profession, for example you could be a gentleman thief turned local sheriff, or pirate turned arcane student. The only caveat was that if your profession involved magic, that would be your current profession. Your profession gave you a range of assumed skills and you could choose a couple to be good at.
Characters have a special ability, such as being able to use magic, or having super strength, or starting off with a magic weapon. There were limitations and drawbacks to go with the ability.
Characters also had status: physical (like Hot), personality (like Cruel), and circumstance (like Rich). Characters could use status in non-combat situations, but could also be called out on them and face having them diminished or enhanced.
Whatever. I finished a rough version, but never got to playtest it. I think my fan edition of D&D would be something like this:
The simple mechanics of Microlite D20
A wide range of class and race choices like from Pathfinder and 4e
A system that doesn't have to be played with miniatures
Removing feats and skills, except for those granted by race or class
Simplifing the magic system
Dividing up spells between instant and ritual (like 4e, I added another layer, ceremony, like for summoning a hurricane, but something like that requires a coven)
Simple spell desciptions and effects
Simplifing spell management (I used something like Spell Points. Spells drain a varying number of points depending on their power. Or perhaps a system involving a roll against an ability plus character level vs. the spell level.)

Pop'N'Fresh |

I wouldn't make my own, I'd use Savage Worlds by Pinnacle Entertainment Group.
You only need a d4, d6, d8, d10, and d12 and a deck of cards to play
No classes
17 skills total, 3-4 of which are not needed in fantasy games.
5 ability scores
Support for all genres of rpg including horror, sci-fi, modern, etc.
Edges (kinda like feats) to give your character unique abilities
Support for different types of supernatural powers (magic, psionics, etc)
No need for miniatures.
Treasure and magic items are not needed to have "powerful" characters
The best aspect of this game system is it's simplicity and speed. The rulebook is just over 100 pages, with the core rules only comprising about 20 pages or so, and the rest is stuff like a bestiary, edge descriptions, skill descriptions, and GM material. Players can pick it up in about 30 mins, GM's in about 1-2 hours.
Runs like a dream, focuses you on the story and roleplaying rather than rules minutia that bogs down most other games systems.

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If you could design the next edition of Dungeons and Dragons how would you do it?...
Alright, why not *rolls up sleeves*. here's the home system we play with, loosely based on 3.5 unless stated otherwise.
Magic:
Skills:
Classes:
Combat:
Races:
Gods:
You'll notice that some of the changes are mostly in fluff, like elves no longer being tree-huggers. It is most likely also obvious that I prefer a high Magic setting. oh well.

ArchLich |

My fan edition is being written up currently in my free time. Hopefully I will have it complete (and released to the public) in a couple months. I have tried to make the game gritty, more low fantasy, improved economic sense and made it easier to GM.
So far, so good. My players are having a blast and I'm finding it extremely easy to run.

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Dan Albee wrote:If you could design the next edition of Dungeons and Dragons how would you do it?...Alright, why not *rolls up sleeves*. here's the home system we play with, loosely based on 3.5 unless stated otherwise.
Magic:
** spoiler omitted **Skills:
** spoiler omitted **Classes:
** spoiler omitted **Combat:
** spoiler omitted **Races:...
This sounds interesting. How does this work for you and your group? I'm interested in knowing more about this world of yours you play in especially..