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[dq-rules] Repost from webrpg - JohnR's view



I thought that I would repost this to the rules group:

The approach I am advocating with DQOS or DQ4e so far is to define the
set of core rules that make up DQ4e and to keep those relatively static
unless very good reasons arise to change them. 

Then try to make everything else modular so that you can popNdrop them
in or out as you will without effecting the core game mechanics. The
set of core rules could also include modular variants that act in the
same manner. For Example, it may be possible for a 1st edition
Enthusiast to develop an Action Point variant that replaces Tactical
Movement Rate in Combat with guidelines on converting monster TMR to
AP. 

I could forsee that most skills and magical colleges will NOT be in the
core rules. However traditional skills and magical colleges (as well as
others) will be included in the final release as examples of how to
build such things. 

Oh yes, we will also be looking forward to Rodger's Comprehensive Rules
Index. 

John