So, one of the things that D&D Next is planning to do is get rid of the three core defenses, and replace them with saves linked straight to your attributes. This is something I’ve been considering for Lost Worlds, but hadn’t instituted because it makes it harder to give a class a bonus to a specific defense, or to scale that defense as you gain in power.
Ah, I prefer not to have a ‘to hit’ roll at all, just have the variance be in the magnitude of the effect. As you say, it feels ‘off’ to kill or significantly affect something on a ‘miss’. I just think some of the least fun gameplay happens when a person waits for their turn, plans something, and then nothing happens because of a bad roll (which at least in part describes every single miss in the game). And if I fudge something as DM because they were extra excited, that sends a message that if you ask really nicely, anything will work (which leads to BAD NEWS).
You could pretty easily just have damage rolls, and if there is an ‘effect’ attached to it, decide on a watered down version if the damage roll is below a threshold (watered down could include ‘doesn’t happen’, as long as other stuff, like damage, does happen).
How many things do you want to be able to buy, as a player. Do you want to know a standard price for them? As the GM, do you wish you had a reference for the cost of a two-story house, smoked trout, or snakeskin boots – or do you hate even thinking about how much a writing desk would set back one of your players?
I’m debating between a simplified system of equipment, or an extremely thorough list (maybe in an appendix).
I’ve made a decent amount of progress through writing the rules. There are some major blank spots still, but I haven’t had as much time to work on it all as I would have liked. I’ve got plenty of time though, I was thinking it’d be something I could play-test after the KM campaign concluded – or even after the next campaign that Andy’s planning to run.
I have rough drafts written for quite a few sections including:
About the Game, Aspects, Backgrounds, Achievements, Character Creation “Feats”, Distinction Powers, Races, Classes, Ability Scores, and even rougher drafts of a few more areas.
If you’re playing in my game and want to go over some of it with me, let me know. I’m worried, and maybe this is just paranoia, about involving all of you too much in the direct design process, because I don’t want you to be sick of the system before you even play!