Maybe not a mechanic per-say, but it's a shame that, of all the abilities, Intelligence doesn't seem to get as much love whereas Dexterity has become the God-Tier stat. Giving more props to Intelligence would be a nice boon but can't think of any improvement ideas off the top of my head!
I fully agree. In my experience, you only ever get one player that does anything with Intelligence, usually the Wizard or Artificer, and they have to have proficiency in Investigation because otherwise the party suffers. If there is no Wizard or Artificer, there is just no one that takes Intelligence at all. Wisdom treads on its toes too much.
I do see DEX as the super stat, for combat. Int/Wis I like how the One D&D playtest so far with it's search and study actions make clearer distinctions between skills that some folks will "float" among the stats. I think the underutilization of search and study as part of "investigative" work (not just the formal skill investigations) is more a consequence of D&D unconsciously structured or just consciously surrendering to an outsized pillar of the game. Searches an investigative steps are simply lead ups to the BBEG combat encounter in many games, and if I remember right the "mysteries" of Candlekeep mysteries were largely railroady. I think the search/study system is great, maybe give a bit more attention to the social skill invaluable to investigative work and D&D might finally start presenting a platform that truly handles mysteries (and you could call exploration a subset of mysteries in some ways) in ways more investigative games like CoC, Delta Green, to some extent Gumshoe allow for. In other words, the investigative path isn't simply a breadcrumb trail that presents a sequence leading to a final combat. Rather, most investigative games presents a wealth of detail the bulk of which will never be known to the characters, and what they discover and in what order will determine what solution to the mystery the party comes up to. D&D there seems to always be a "well, the party really needs to know this, so if they fail the check, just deus ex machina the info to them" vibe that leads to many players backseating any effort to make their character "smart."
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Jander Sunstar is the thinking person's Drizzt, fight me.
Maybe not a mechanic per-say, but it's a shame that, of all the abilities, Intelligence doesn't seem to get as much love whereas Dexterity has become the God-Tier stat. Giving more props to Intelligence would be a nice boon but can't think of any improvement ideas off the top of my head!
I fully agree. In my experience, you only ever get one player that does anything with Intelligence, usually the Wizard or Artificer, and they have to have proficiency in Investigation because otherwise the party suffers. If there is no Wizard or Artificer, there is just no one that takes Intelligence at all. Wisdom treads on its toes too much.
I do see DEX as the super stat, for combat. Int/Wis I like how the One D&D playtest so far with it's search and study actions make clearer distinctions between skills that some folks will "float" among the stats. I think the underutilization of search and study as part of "investigative" work (not just the formal skill investigations) is more a consequence of D&D unconsciously structured or just consciously surrendering to an outsized pillar of the game. Searches an investigative steps are simply lead ups to the BBEG combat encounter in many games, and if I remember right the "mysteries" of Candlekeep mysteries were largely railroady. I think the search/study system is great, maybe give a bit more attention to the social skill invaluable to investigative work and D&D might finally start presenting a platform that truly handles mysteries (and you could call exploration a subset of mysteries in some ways) in ways more investigative games like CoC, Delta Green, to some extent Gumshoe allow for. In other words, the investigative path isn't simply a breadcrumb trail that presents a sequence leading to a final combat. Rather, most investigative games presents a wealth of detail the bulk of which will never be known to the characters, and what they discover and in what order will determine what solution to the mystery the party comes up to. D&D there seems to always be a "well, the party really needs to know this, so if they fail the check, just deus ex machina the info to them" vibe that leads to many players backseating any effort to make their character "smart."
Yeah, there are ways to incorporate some of that kind of investigative work -- the old "I'll tell you different information depending on what skill you decide to use from among X, Y and Z" approach, for instance -- within the existing 5e rules, but it should be expanded upon
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Maybe not a mechanic per-say, but it's a shame that, of all the abilities, Intelligence doesn't seem to get as much love whereas Dexterity has become the God-Tier stat. Giving more props to Intelligence would be a nice boon but can't think of any improvement ideas off the top of my head!
I fully agree. In my experience, you only ever get one player that does anything with Intelligence, usually the Wizard or Artificer, and they have to have proficiency in Investigation because otherwise the party suffers. If there is no Wizard or Artificer, there is just no one that takes Intelligence at all. Wisdom treads on its toes too much.
I do see DEX as the super stat, for combat. Int/Wis I like how the One D&D playtest so far with it's search and study actions make clearer distinctions between skills that some folks will "float" among the stats. I think the underutilization of search and study as part of "investigative" work (not just the formal skill investigations) is more a consequence of D&D unconsciously structured or just consciously surrendering to an outsized pillar of the game. Searches an investigative steps are simply lead ups to the BBEG combat encounter in many games, and if I remember right the "mysteries" of Candlekeep mysteries were largely railroady. I think the search/study system is great, maybe give a bit more attention to the social skill invaluable to investigative work and D&D might finally start presenting a platform that truly handles mysteries (and you could call exploration a subset of mysteries in some ways) in ways more investigative games like CoC, Delta Green, to some extent Gumshoe allow for. In other words, the investigative path isn't simply a breadcrumb trail that presents a sequence leading to a final combat. Rather, most investigative games presents a wealth of detail the bulk of which will never be known to the characters, and what they discover and in what order will determine what solution to the mystery the party comes up to. D&D there seems to always be a "well, the party really needs to know this, so if they fail the check, just deus ex machina the info to them" vibe that leads to many players backseating any effort to make their character "smart."
Yeah, there are ways to incorporate some of that kind of investigative work -- the old "I'll tell you different information depending on what skill you decide to use from among X, Y and Z" approach, for instance -- within the existing 5e rules, but it should be expanded upon
Expanded and maybe "insisted" upon through some sort of "mystery sandbox" exemplar, sorta like Strahd, but the point of the game is revelation not beating Strahd. Like the story of the Gith would be really fertile ground for this sort of play. It's not really about winning the endless war, it's more about the intrigue and finding out the truths buried in the multi front endless war and crusades. [Jots in notebook, multiple underscores "GITH SANDBOX"]
Yeah, I mean Candlekeep was an anthology and was limited, but I'm thinking of something like Delta Green's Impossible Landscapes where there is so much detail, what is revealed to the party is really a matter of where they choose to go in what could be basically an "investigative sandbox".
I guess I sorta run my main game this way. There is a mystery/conspiracy at almost the heart of the universe. Maybe the players get there, but they largely take on assignments that show them different facets of the mystery.
Across all of the various rules and features and traits and spells and feats (and so on), there are a plethora of unique mechanics. Some are used repeatedly and show up in multiple different classes and other features, while others maybe show up once and dont get much more attention. What are some mechanics you wish were used more in game design?
As my own examples:
1) Random Effects Tables for Bards. With the introduction of the College of Spirits Bard from Van Richten's Guide to everything, the subclass featured a unique "wild magic"-esque table of different effects which come from their "tales." What sets this table apart is that it scales with the bard's inspiration die. So the table naturally grows and gets more powerful possible effects as the bard levels up. I would love to see more Bard subclasses that use the Bardic Inspiration die in unique ways like this
2) Damage Threshold. This shows up alot for larger items and vehicles, but Id love to see some sort of Damage Threshold mechanic that is accessible to PCs. Maybe a spell that lets you reinforce a door or wall by granting it a damage threshold + increased hit points/AC or maybe some sort of Construct race/lineage that has a trait that grants a damage threshold to the character which scales with level.
I tend to use damage thresholds on my "minion" enemies. You can blow them apart in a single shot, but you have to deal a certain amount. I also think combining Damage Thresholds with "Boss phases" is an interesting idea (albeit, I haven't tried it before). What I mean is that the boss, once it reaches a certain amount of HP, can't have their HP reduced further until someone deals enough damage equal or more than the threshold, then the fight continues as normal. I think this is great for if you want an epic finishing blow to finish off a boss as well rather than a regular cantrip/attack
Do you tell your players A) that you're using that rule and B) how injured the boss is? Because otherwise it sounds like the party might be left just flailing around wondering why the boss refuses to die. Also, that rule sounds like it favors rogues, paladins, and spellcasters. Barbarians, fighters, and to a lesser extent rangers don't have a lot of options when it comes to boosting themselves up for big single-hit damage aside from a few subclasses.
I do tell my players if I'm using thresholds on bosses. And I'm aware of the "single big hit" issue. Typically my damage thresholds is defined by how much damage can be pulled off in a single turn, rather than a spell/one attack
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I do see DEX as the super stat, for combat. Int/Wis I like how the One D&D playtest so far with it's search and study actions make clearer distinctions between skills that some folks will "float" among the stats. I think the underutilization of search and study as part of "investigative" work (not just the formal skill investigations) is more a consequence of D&D unconsciously structured or just consciously surrendering to an outsized pillar of the game. Searches an investigative steps are simply lead ups to the BBEG combat encounter in many games, and if I remember right the "mysteries" of Candlekeep mysteries were largely railroady. I think the search/study system is great, maybe give a bit more attention to the social skill invaluable to investigative work and D&D might finally start presenting a platform that truly handles mysteries (and you could call exploration a subset of mysteries in some ways) in ways more investigative games like CoC, Delta Green, to some extent Gumshoe allow for. In other words, the investigative path isn't simply a breadcrumb trail that presents a sequence leading to a final combat. Rather, most investigative games presents a wealth of detail the bulk of which will never be known to the characters, and what they discover and in what order will determine what solution to the mystery the party comes up to. D&D there seems to always be a "well, the party really needs to know this, so if they fail the check, just deus ex machina the info to them" vibe that leads to many players backseating any effort to make their character "smart."
Jander Sunstar is the thinking person's Drizzt, fight me.
Yeah, there are ways to incorporate some of that kind of investigative work -- the old "I'll tell you different information depending on what skill you decide to use from among X, Y and Z" approach, for instance -- within the existing 5e rules, but it should be expanded upon
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Expanded and maybe "insisted" upon through some sort of "mystery sandbox" exemplar, sorta like Strahd, but the point of the game is revelation not beating Strahd. Like the story of the Gith would be really fertile ground for this sort of play. It's not really about winning the endless war, it's more about the intrigue and finding out the truths buried in the multi front endless war and crusades. [Jots in notebook, multiple underscores "GITH SANDBOX"]
Yeah, I mean Candlekeep was an anthology and was limited, but I'm thinking of something like Delta Green's Impossible Landscapes where there is so much detail, what is revealed to the party is really a matter of where they choose to go in what could be basically an "investigative sandbox".
I guess I sorta run my main game this way. There is a mystery/conspiracy at almost the heart of the universe. Maybe the players get there, but they largely take on assignments that show them different facets of the mystery.
Jander Sunstar is the thinking person's Drizzt, fight me.
I do tell my players if I'm using thresholds on bosses. And I'm aware of the "single big hit" issue. Typically my damage thresholds is defined by how much damage can be pulled off in a single turn, rather than a spell/one attack