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As others have noted, two things that stand out are the variations on racial classes, and the domain rules.

There are several books, though, and I'd love if they put out a single volume class compendium, bringing in all the classes from all the supplements.

On the negative side, they have their own take on armor class, which is a bit off-putting.  It's not hard to learn, but being used to ascending or descending from 10, switching to 0 just seems weird.

Since a given class gets a hit on a specific number (Ftr 1 w/ 16 Str  'hits' on an 8+ on a d20, for example), I up front explained it to my players as AC being thought of as a modifier to the attack roll like any of the situational modifiers. That seemed to really help them when we started using ACKS.

The 2nd edition notes/proposal that was on the Patreon takes that one step further.

Everything is a target of 20. The saving throw and to hit numbers get converted to bonuses to the DC roll as well.

I really like the Target20 mechanic:

I've been using Target 18. Seems to work well for existing STs, skills and even combat.
I imagine that 1D&D will be “backwards-compatible” with 5E material, at least in concept, but in practice it will be completely unbalanced to the point of it feeling like they didn’t even bother to play test it.
5E already suffers from Race, Class, and Subclass bloat, and it seems 1D&D is just codifying that and “pushing the splinter deeper”.
One man’s “bloat” is another man’s “necessary features.”

What’s especially annoying about the “bloat” argument is it invariably defines bloat as  “every player option that isn’t the Tolkein Cargo Cult + Moses the Vampire Hunter.”

Not everyone wants to play a LotR fanfic expy.
Design, Development, and Gameplay / Re: Boosting social interaction
« Last post by Tod13 on Today at 10:28:26 AM »
My players and I don't like meta-currency. We forget about even using it in games that use it, unless it is forced on us. And then, having to constantly use and scheme for it breaks the in-character interaction that you are looking for, turning the game into a math competition.

I think DwD Studios in BareBones Fantasy promotes it best by simply providing first a set of guidelines for you character (moral standards, personality quirks) and second just giving XP for following them in useful and interesting ways. Just having the role-playing characteristics written down helps a lot of people.

Also, don't limit this to between encounters. That's artificial -- the characters should act like themselves all the time. My players took the game in interesting directions by role-playing during encounters. Like eventually telling a foe during combat, and then proving it, they were being used by a third party for no reward. (Those foes showed up during a different module/campaign, which was fun.)

Essentially, XP is a sort of meta-currency, right?  It might stay a bit more in the background because it can't be managed by the players (like a forced investment that you can't liquidate), but it's still an incentive created by the system. 

Yes, totally agree with you.  *During* encounters is just as important.

We count meta-currency as stuff that lets the players change or influence the game through fiat, rather than planning (what they try to do) and luck (how the dice roll). XP is just measurement for leveling up. Meta, yes. But not directly related to game play, so you aren't (or shouldn't be) trying to manage XP as points during a combat or social encounter. You're just trying to resolve the encounter, which gets you XP. You don't use XP to influence combat events (spend 10 XP to change the miss to a hit) or social interaction (spend 20 XP to make an NPC enemy into a friend).

It helps if the XP for resolution is the same whether you kill the opponents (combat), sneak around them (action skills), or make friends with or deceive them (social skills).
Design, Development, and Gameplay / Re: Boosting social interaction
« Last post by Tod13 on Today at 10:22:49 AM »
Interesting, re-reading my reply to Angry Goblin made me think a bit more.

The XP for role-playing is the initial hook (like AG uses for player directions).

But the GM's response is the real reward. Make the social interaction meaningful to the outcome (which many players will still measure in XP, hence the XP reward). Make it so that talking to an opponent or doing something in character but pointless is a hook for you, the GM, to hang a new direction for the encounter or entire module. That's the real reward -- my players came up with their real/fake business in the game when one of them goofily shouted while in an "abandoned" fort "Yoohoo! Cave Catering! Anyone home!" She happened to be right in front of a spy hole, which made the opponents think they really were sent on purpose.

That's great, but do the players know that or are they supposed to gradually come to such a realization about what you're doing after several sessions?

While I'd love to say to GMs in the rule section "Use what PCs say and do to change the course of events."  (and I will), I wish I had more concrete advice or rules or narrative structure to provide them.

It happens right away -- not over a long time. When they talked to opponents in a battle, they resolved the battle without getting killed, in an entertaining matter. That battle had been dragging out -- everyone kept missing anyway.

Same thing with Cave Catering. When they shouted that, the guys hidden in the spyhole talked to them. They got into the bad guy's headquarters and cooked them some food, and put a sleep potion into it. Got lots of loot and XP, for creative ideas without a lot of danger/death.

If you are looking for how to put that into simplistic terms, it mirrors what I presume you tell the players. When you get a hook for something run with it. Doesn't matter what you planned. Just have fun with what you're doing and don't let pre-conceived notions and plans get in the way of resolving issues in a fun manner.

Maybe stress the GM is not the Players' opponent. The GM is an adjudicator and a facilitator. The GM just needs to keep them grounded in the type of game being played and the bounds of game reality (adjudication). My players love gonzo. Cave Catering might not make sense in a serious dark and gritty game. But at the same time, the GM can also rearrange the world when it makes sense to let the players' plans have a chance to work (facilitation).

Having a system and GM that rewards something other than combat is base to this.
To cover The Dark Eye 5e for a moment.
It has a lovely setting that is a lot like a less grimdark, less filthy version of the Warhammer setting. Power level is roughly similar, allthough TDE has more magic. Not more powerful, but more reliable, more diverse and more people who can do magic.
Character creation is a pain, but it plays surprisingly smoothly. The good thing about TDE's system of character creation is that compared to Warhammer it allows for the creation of really distinctive and extremely varied characters.

In the end it depends on the players. If they aren't gearheads and also don't like using premade characters, I'd discourage using TDE.
Life of the author where it's not a corporation seems reasonable to me for copyright,
Orphaned copyright products should enter the public domain immediatly.
You can't accomplish both of these goals at once. There's tons of authors who are apathetic and don't care to preserve their own works, and plenty of others who simply don't have the time and know-how to properly preserve their works.

I don’t believe copyright should last for the life of the author. There’s no economic incentive for copyright to last longer than 20 years or so.

If I write a book when I am 25, by the time I turn 46 I should stop receiving any financial gain from that book? We’ll have to disagree.
That’s not how copyright works. You’d still be able to sell the book and receive payment for it.

Except now it's legal to distribute PDFs of it, it's also legal for ANYONE to make a print run and sell it.

Who would buy when free downloads are legal?

Why should we allow a megacorporation to just take my book and profit from it?

Why would they buy the rights to make a movie when they can wait 20 years and do it without EVER giving me a dime of it or the merchandize?

Cue the idiots calling me a socialist because I believe in private property.
Here's the paper where I got the 20 years figure from:

Why should we allow a megacorporation to just take my book and profit from it?
Long story short: the Burroughs Estate retains control of Tarzan trademark even though the copyright is expired. It's not legal for anybody to release Tarzan-labeled products without the Estate getting royalties.
I imagine that 1D&D will be “backwards-compatible” with 5E material, at least in concept, but in practice it will be completely unbalanced to the point of it feeling like they didn’t even bother to play test it.
5E already suffers from Race, Class, and Subclass bloat, and it seems 1D&D is just codifying that and “pushing the splinter deeper”.
The show is a waste of time. Even if it were stripped of its Tolkien branding it's poor. Bad writing, bad casting, bad acting, et cetera.

And it's clear that the Tolkien branding is purely an attempt to grab some interest because Tolkien and Middle Earth are popular. There's no attempt to actually follow what Tolkien wrote, either in particulars or in tone, et cetera.

I've written it off and won't be watching, going forward. I'd rather go read some actual Tolkien Second Age stories than waste my time on Amazon's weird and misguided fanfic.
Hell, The Last Ringbearer was better than this tripe.
I"ve not played a lot of 5E so I could be wrong but in the videos 've seen character "builds" seem a big deal and these builds just seem like min/maxing with possible story wrapped around it to give credibility.
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