The game tries to mimic three historical archetypes in archery. Efficient archery, though, comes down to one playstyle – stand still and full attack. The numbers are impressive, but man is it boring. We can do better.
Fighting Teaches You Things
Combat experience should make you better at defending against attacks. d20 and 3.5e don’t do that – they let magic armor make you better. That sucks. Let’s look at something different.
React to the new Opportunity
We want to make the game faster and more engaging – so let’s change opportunity attacks. What follows are rules for d20 and 3.5e to codify a new action type, the reaction, and explore some of the potential depth in this new play space.
Design Philosophy, part 2
Today’s blog will discuss our guiding principles for addressing some of these concerns. I’m not going to get into the details of the crunchy fixes today; instead, I will outline the overarching principles and give some examples of where the base game violates that for us. We want to emphasize simplicity, depth, engagement, and speed.
Design Philosophy, part 1
How do we differentiate ourselves from other hobbyists? In the first part of our design philosophy, we’ll discuss what makes d20 v3.5 the best and worst roleplaying system available.