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New Versions of 5e

Started by crkrueger, April 11, 2018, 07:07:34 PM

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Opaopajr

Quote from: Aglondir;1034655Ported Genre

Ooh, I like it! Editing my taxonomy post...
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RPGPundit

So this is something we're only just starting to see.

When we designed 5e, one of the goals was to make it highly modular, so that the game could be adapted to a variety of playstyles. A lot of this emerged from my Consulting to try to make sure the game would have some appeal with the old-school gaming crowd.

But this modularity also means that you could end up creating radically different games with the 'formula' of 5e, in a similar way to how we're seeing 2nd & 3rd-wave OSR books now that take the basic-D&D concept and remake it in radical new ways (like my own OSR games).

The first big hint of this is the middle-earth game. But I think we're going to see a LOT more of this as people start to really experiment with how to play around with 5e rule-mods.
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Aglondir

Quote from: RPGPundit;1035580But this modularity also means that you could end up creating radically different games with the 'formula' of 5e, in a similar way to how we're seeing 2nd & 3rd-wave OSR books now that take the basic-D&D concept and remake it in radical new ways (like my own OSR games).

The trick is to keep to the "5E Formula." The further you deviate from it, the less the game will seem like 5E, and more like something else. What is that formula? Here's my rough-draft, incomplete, non-expert take. Feel free to add, modify, light on fire, etc.

1. Must have the classic 6 atts. You might be able to get away with 7, like Buck Rogers XXV did with Tech.
2. Must have classes.
3. Probably want races, but you could make a game with only humans.
4. Probably want backgrounds, since they are cool.
5. Must keep the proficiency bonus.
6. Not too many skills.  
7. Not too many feats.
8. Probably want to preserve the short/long rest action economy.
9. Probably want to preserve the "choose an archetype at level 3" feature.

Krimson

Quote from: Aglondir;1035736The trick is to keep to the "5E Formula." The further you deviate from it, the less the game will seem like 5E, and more like something else. What is that formula? Here's my rough-draft, incomplete, non-expert take. Feel free to add, modify, light on fire, etc.

1. Must have the classic 6 atts. You might be able to get away with 7, like Buck Rogers XXV did with Tech.
2. Must have classes.
3. Probably want races, but you could make a game with only humans.
4. Probably want backgrounds, since they are cool.
5. Must keep the proficiency bonus.
6. Not too many skills.  
7. Not too many feats.
8. Probably want to preserve the short/long rest action economy.
9. Probably want to preserve the "choose an archetype at level 3" feature.

1. You don't need Tech, even if I did argue for it at the time. You can see examples with d20 Modern and Future, as well as d20 Star Wars, RCR and Saga. Buck Rogers XXVc can work fine with the classic six attributes.

2. Or something that functions like classes. Call them paths or whatever. d20 Modern took the easy way out by making their base classes basically expansions of ability scores. I kind of like how XXVc and d20 Star Wars did classes though. I'm not a huge fan of generic classes which is why I haven't played Stars Without Number very much.

3. A human centric game totally works, though look at how Adventures in Middle Earth use cultures instead. So long as it functions mechanically as a class so you can drop it into a 5e game it shouldn't matter how you refluff it.

4. In AD&D this sort of thing was in the DM's Guide as Secondary Skills. They exist but are not necessary for play. If I was going to build a game off of 5e, I'd use the basic rules as a template.

5. Proficiency takes place of the hit tables, THAC0, or Attack Bonus from previous editions as well as covering skill progression. There are other ways to go about it that can still be 5e compatible, but Proficiency Bonus is easy.

6. See my comments on Secondary Skills. I have also thought about adapting Approaches from Fate Accelerated, which are thinly veiled references to the classic six ability scores anyway. If you are going to use a skill list, I'd say keep it as low as possible and try and make each ability score relevant and balanced. I don't know if you could do it with 18 skills but you probably could do something with 24. 18-20 isn't a bad number to shoot for.

7. In the Basic Rules you don't even need them. If you want to include them, I do prefer 5e Feats to 3.Xe. There are less of them but they seem more meaningful. Honestly though, I could do without them.

8. I think that depends on your theme. Having it by default is certainly easiest, but your setting might feel better with something else. I'd certainly at least include the default long/short rests as an option if not the default particularly if the game is meant to stand alone and you are drawing your player base from D&D players. It's not realistic, but it does mean you don't have to shoehorn a healer into your party even if you should. :D

9. Archetypes are also a fancy word for subclass and in 5e are not completely consistent with one another. I kind of like how Ultramodern5 handles it, with the subclasses being universal. Meaning the Modern "Archetypes" can be chosen regardless of class. I think it's assumed that you only have one, which is somewhat restricting, but the benefit is that the Archetype advances by character level instead of class level. So the advantage here is your Archetype can benefit from multiclass advancement which in some ways gives you a more customized build while still adhering to the core 5e mechanics.
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crkrueger

Found another one thanks to the Contessa Bundle:

Wasteland 2099 - Post Atomic Apocalypse Roleplaying.

Looks like a fairly large amount of replaced content.
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Eric Diaz

I don't have a published setting, but I did write my version 5e, which is how I envision 5e if it were a direct evolution of BX D&D, in the dark fantasy genre.

It's called Dark Fantasy Basic. It has six abilities, 5e's action economy, etc., but morale taken from BX, "unbounded" accuracy and a few new ideas.
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Ken Spencer

Quote from: Opaopajr;1034559How do we compile this? What categories? How's this:

Reimagined 5e -- AiME
Partially Reimagined 5e -- Dragon Heresy
Ported Setting -- Tekumel 5e (homebrew?)
Ported System -- Talislanta: Savage Lands, Rocket Age?
[edited]
Ported Genre -- Hyperlanes (sci-fi), Hellscapes (post-apoc)

Pugmire is more reimagined or partially reimagined? how much 4e is swapped in?

Rocket Age (5e) is an adaptation of the setting to the 5e engine. Where the setting needed a tweak we made one, and where the system needed changes or new material we did so. At the same time we worked to make Rocket Age 5e broadly compatible with your other 5e books. One of the glorious advantages of using a popular system is that our fans can bring in concepts from outside of our setting. For example, we envision people using their monster guides to bring new aliens to the table. At the same time, Rocket Age 5e is a complete game (you will need at least the SRD, we can't get away from that and still be broadly compatible).

We are offering:

17 playable species
5 classes
Loads of backgrounds, and we 'punched up' background features a bit to make them more useful on the table
Equipment, including weapons armor, tools, gear, tech
Feats if you are using that option
Psychic Powers that are not based on existing spell casting. In short, you trade your species attribute bonus for psychic powers at character creation and get a power (latent use, active use, means to enhance or later it), and can gain new powers when you would gain an ability score boost from leveling up.
Vehicle Combat that scales from motorcycles and rocket pack, through tanks and war walkers, and on up to rocket ships
Ancient Artifacts and an entire system to use when figuring out how they work. The climate helmet is really fun, don't get it stuck on your head (it has a limited air supply)
Loads of nasty beasts and aliens to combat
And the entire Rocket Age setting from Mercury to Pluto

We also have a narrative system in the form of Inspiration points for those who want to use one. It is optional and not hard baked in the rest of the system. It mostly mimics the way Story Points work in the original Rocket Age, but with some 5e flair.

For those of you unfamiliar with my work, I was one of the designers of AiME back when I worked for Cubicle 7. I also ran most of the lay testing and got to see the limits and opportunities of the 5e engine.
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