In preparation of running more DnD for summer campers in coming weeks, I've looked back on RBSDnD and updated it with the dividends of last summer's playtesting. Here's what I've changed:
- I've reduced the number of classes from 7 to the core 4. There are many reasons for this, but the two main ones are that the high specificity of the previous classes created a sense of character concept claustrophobia, and that explaining the difference between fewer classes allows for an easier, more informed choice upon character creation. (The downside is that we lose the clarity of the design process, making "make your own class" a more hollow invitation.)
- I removed the attack roll, as the two-step attack process was slow to explain and enact, despite making possible granular effects like weapon FUMBLES. I also changed all HIT DICE to d6, bringing the number of dice required to play RBSDnD R.A.W. down to just the common d6 and the d20, which I couldn't conscionably remove from the game and still call it DnD.
- Beyond those major structural changes, I cleaned up some verbiage and cut some cruft, like the shield, my nebulous dungeon-stacking guidance, and a list of potential rewards in place of rules for leveling up. This new version is more concise and internally consistent to accommodate the expanded classes.
Here's a link to the new version. The old version will still be available here, under the name 2022e, but I'll update the link on the right to reflect the edition change. As I test it over the coming weeks, I anticipate patching some leaks, so watch this space.
Thanks for reading, and happy gaming.
No comments:
Post a Comment