!/Wc6b6/Y96 06/15/09(Mon)22:36 No.4893448|
Easiest way I've found to make my players afraid of things is by abusing the fear of the unknown. One thing I think would be excellent for that is the manner in which even when this project is "finished", /tg/ can still continue to produce content, such as an endless amount of interesting monsters to fight with abilities that confuse and scare the players. And of course, a nice set of rules/guidelines/tips for making your own.
Some of the most important parts of this thing will be the play testing as well as the writing of the test modules. Also, though I don't think it would be best for this to be completely humorous, I know there's plenty of room for jokes embedded into the wood work.
I can agree with mundane things like tying knots, but I definitely want abilities to extend beyond the sphere of combat. One of my biggest gripes about D&D is that a fireball is not intuitive. It is not a ball of fire. It does not do all the things a fiery explosion does, such as blast people away, deplete the oxygen in the room, increase the temperature, etc.. It is simply something d6 points of fire damage to everything within a 20 foot radius. It serves very little purpose outside of a battle, despite the thousand and one utilitarian roles a fire ball could potentially be used for.
Of course, it gives plenty of room for malignant DM's to screw over the players, but a malignant DM will almost always screw the players over anyway, and I'm not sure just how "realistic" I'd want to do things like fireballs anyway. Sometimes, it's better not to treat clothing and items as separate targets and deal them fire damage, even though that's what would happen. A naked wizard without his scrolls, spell components, spell book, potions, and etc. is a very naked wizard indeed.