A fellow blogger and amateur designer is working on a project similar to mine, called d20 Rethought. I’ve had a link to Dagda for a while on my blogroll and he has kindly reviewed Chromatic, asking pertinent questions and offering suggestions and comments along the way.
I’m paying him the favor back because (no disrespect to the many d20 efforts on the net) I think d20 Rethought seems like the most promising effort from my standpoint. Plus, as Dagda mentioned in his Chromatic review, it is particularly interesting that we come from vastly different backgrounds. He was introduced to D&D just as 3.5 was released, while I was introduced to it almost 30 years ago. Our perspectives on D&D, what it means/can mean are thus different. I value his input on Chromatic but also try to mine his blog, desperately waiting for more d20 Rethought material.
Unfortunately, just like my blog, d20 Rethought is not fully explain at this point. I’ve had to fill the blanks in several areas. But here are random thoughts about it. Hopefully they are useful for Dagda and will also incite some of my readers to check this effort. It does look very promising and it’s well worth spending some time.
First things first: the author seems to be an American college student and particularly fond of d20. Particularly, as far as I can tell, WotC’s offerings D&D and d20 Modern. He has tackled a variety of projects and settings, many of which are interesting and dynamic. d20 Rethought is not the only thing on his plate. Some entries as far as August 07 show some tinkering with the system. An entry that I find particularly interesting early is “his philosophy of game design”. Now, I don’t know much more about Dagda, nor whether he posts on forums and where, but I see similarities between he and I in that he is interested in game theory at large. How and why people play games. And I can see hints that he is trying to reconcile several point of views, such as verisimilitude, having fun playing and how to “connect” fluff to all this. I don’t know if Dagda has checked out GNS theory, if he knows about the older (and for my money better) GDS theory, if he knows about the Forge or if he frequents Story-Games (link on my blog) but I see he shares some concerns I have and he concerns that I use to have at some points as well. And I really like the way he addresses these things. Anyway, that’s it for the author. Now on to the game.
As far as I can tell, the first entry for d20 Rethought dates to January of this year. In it, Dagda redefines abilities. This is a bold step that most d20 and OGL games do not dare to make. I’ve often been tempted myself but decided to refrain (I do leave the room to change my mind in the future, though) from due to familiarity for users and perhaps, plain laziness. Dagda keeps a six-ability scheme but renames all of them. As written, they do look good but I notice the absence of an ability in any way similar to classic Charisma. Ways to interact with NPCs and the like. I do sense some overlaps in theory but in design, it remains to be seen!
Next, we learn that Dagda has borrowed (and tweaked) the Vitality/Wound system. This part I question. When the V/W system was first introduced in the first edition of the Star Wars d20 roleplaying game, I was thrilled. But several individuals, including the infamous Justin Bacon, made a convincing argument that HPs, coupled with a tweaked version of the massive damage system detailed in D&D 3.0, could achieve more elegant results.
When I first read the Brawn description, I thought perhaps Dagda would tackle it that way, or perhaps have damage saves, like Mutants & Masterminds. Still, having two tacks of HPs (Vitality and Wounds) allows all sorts of cool design bits. Dagda gives as example the way critical hits work. This makes for a dramatic and flexible system where combat will be less linear, more tensed, than regular D&D3.x.
In another entry, Dagda sketches another “damage” system, this time related to the mind/courage/morale. This is like Call of Chthulu meets V/W system. You basically have “life tracks” for your mind. I don’t know what exposure Dagda has to older games like Chaosium’s CoC (or WotC’s d20 version written by Monte Cook and the amazing John Tynes, but he does mention that this is NOT a sanity system. My opinion here is mixed. On one hand, I love that Dagda is putting in place systems for non-combat situations. On the other hand, that’s a LOT of tracks and bits to fiddle with. At this point, I already want to se what a character sheet looks like. What about NPCs or enemies?
In another entry, Dagda explains that he will borrow the skill system found in Star Wars saga. Don’t we all?
Frankly, at this point I’m of the mind that this system (or a variation of it) is almost a must for ANY d20 game. It’s just solid design. Dagda goes for combat skills. I like this very much but this is where it gets interesting! d20 Rethought from this point describes very specific combat skills in details and makes me think it is a very, very detailed game. It does look even more intimidating than Spycraft 2.0 but fortunately, more elegant as well so far. Lots of specificness where I would abstract. Where I am content with melee and ranged (I’m even dropping hand-to-hand!) Dagda goes for a complex maneuver system. I think it kicks ass and is an improvement over 3.x but it’s a shift in a direction that is opposite of mine.
The base bonuses entry is interesting. In retrospect, it seems the 4e design team and Dagda were working along similar lines because this system looks a bit like 4e (the entry very much predates 4e leaks). We’re also seeing attention to details, like making all 6 stats valuable. I was first confused by the way Spirit works but I’m warming up to it.
The two next entries concern combat fundamentals. Cool! Reflex defense! Great decision, clean and sensible! I wonder how the brawn ability will handle bigass creatures like giants, dragons and the like? Will the V/W system break under huge creatures or will it shine? I hate to guesstimate so I trust Dagda on this.
Crits are cool. They become a sort of mini-game on their own because they involve choices. You maximize safely your normal damage or you gamble for more. As if this didn’t kick enough ass, he manages to throw a sort of called shot system in there AND make use of action points. Truly, Dagda is kicking ass in this blog entry. This is just amazing, clean design. Lots of options while remaining elegant!
In the same entry, Dagda explains how he handles “flurry of blows”, sorts of multiple attacks. The system is cool and clean, but just complicated enough that I would probably refrain from it. But it does kick ass and remind me of cool anime action, Final Fantasy and would shine in a d20 version of the Exalted RPG. I had a similar concept which I called “chaining” and that I took from the wonderful video game “Vagrant Story”. I dropped it after playtesting. Stances and swift actions will make for a rich, tactical system but will they bog down play? I’d have to see more.
We get to Combat Fundamentals part 2 and I start to learn more. And the more you learn, the more you realize you don’t know much. The system starts to make sense here. Like the various combat options you have, the guard skill against your reflex defense and so on. There are bits that I am uneasy about. I’ve probably read over 200 roleplaying games in my life and I doubt I’ve ever seen a satisfactory way to make shields work. I’m not too sure about shields in d20 Rethought. Sounds like a chain shirt is a much better option. Still, it’s pretty fund stuff overall. More options and a bit more streamlined. I do worry about what high level fighters would look like, though. How much time would it take to create two 10th level fighters? How different would they be? What would a combat look like?
This is turning up to be a long review where I address each of Dagda’s blog entries one at a time so I will stop for now. Hope it is useful to Dagda and gets people interested. My initial impression so far is that this is shaping up to be a valid alternative to D&D3.x, with lots of influence from mainstream hits like Spycraft, Star Wars and d20 Modern.
More later, if it proves helpful.