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I just hit up everyone on Discord to find out what their must-haves for a new TTRPG system would be. I took the first six answers and added it to a poll to give me a direction for what to work on next.

Below, vote for the option that best supports what you need. After 12-24 hours, I'll start working on whatever we've got and adding it in.

Comments

Anonymous

I really like critical injury mechanics so I’d never say no to these.

Anonymous

Not really a mechanic per se, but I would like to see a more harmonious meld of classic fantasy and sci-fi. Like more space age weaponry and such. More of a theme/storytelling thing but the framework for such things would be a plus to and make time hops more interesting

Anonymous

Kobal press is making a system

dmdave

Well they've announced they are, but I suspect they're 18 months away from it.

Anonymous

I love that you're building this with the community!

Anonymous

I'd like a rule set that's flexible enough to accommodate any of the above. Sort of a d20 Fate system, really, would be sweet.

Anonymous

I read your summary post yesterday and looked over the current version of the rules. It's all pretty much right in the sweet spot. The only thing I would suggest you do differently is hit points — HP "bloat" really drags down the game. Having hit points increase by a large amount every level creates an imbalance between damage output and a character's ability to withstand damage. It also leads to weird stuff, like someone being able to fall from a thousand foot cliff and walk away ("I still have 15 hit points!"), assassination being mathematically impossible, having to figure out how to get all those hit points back by just sleeping... not to mention the damage "arms race" that requires spells to dish out increasingly crazy damage with each spell level just to have any kind of impact. Constraining hit points would prevent all those problems. Characters could still increase hit points a tiny bit with each level, but they don't need to be walking around with scores of them. It makes them practically immortal.

Gravy

As a Player: I like the character tree idea. Let’s you branch out from what you want to be, & allows you to go where you want to. As a DM: I really need those conversion rules as I’m still trying to fully submerse my brain in the 5E nuance.

Anonymous

Combat rules are where it needs to be streamlined so you're not getting bogged down on all the add this, this and this!

Anonymous

Just make it really simple so it can fit any system...give hints at what Monster abilitys would be the best synergy for the areas they are encountered in...skill checks are "muscle their way" [strength] "wriggle their way" [dex} think their way [Int} "have enough Fortitud3e" [con]...or honestly if you can make a version that uses a conversion for 5e that would be the route to go

Anonymous

Can we have a supported "official" sage's advice / FAQ mobile app? Something to aid quick access to common questions of the rules to aid the phase between physical print books and memorization of the game system. i can imagine some of thos early sessions being a rules crawl. Just an idea! Good luck with this move brother! our group will give it a go.

Anonymous

Although I would hope that you would stay as close to 5e as possible, if you are inspired to continue Endless Journeys in whatever form you choose, please do so. Your work is clearly relevant, high in quality, and well received. I’m an old Basic and 1e guy that ended up transitioning to 5e and enjoying it immensely. If I was to look into a new system, that system would not only have to be closely compatible with 5e but would also need to be modular in nature (similar to what I look for in homebrew content now) so that I could swap out new mechanics, ideas, etc. in a manner that favors substitution over conversion, conversion over incompatibility. For example, in 5e we already have official variants for rolling characters, initiative, etc. that require no conversion or fundamental changes. However, unofficial mechanics like the “player rolls both attacks and damage” and “roll under for skill challenges” are also excellent and easily swappable. Note: I tend to wrap very simple formulas like “subtract X from 20 and add 1” under substitution (i.e., anything simpler or equal to official calculations – like spell DCs) and more complex calculations like “5e AC = (PF1AC + Touch AC)/ 2 rounded down” under conversion. Since much of your work in Endless Journeys (as seen in Alpha 1.0.4) seems very modular, I would hope that further work would head more along the that path than not. Optimally, the language in something like an Endless Journeys’ adventure would be so commonplace that only those substitutions of note (as opposed to new mechanics) would be pointed out and only contain simple calculations (e.g. 5e Saving Throw = EJ Avoidance Check +/- X). Allowing the community the ability to streamline 5e (via something like Endless Journeys) or add complexity to it (a ala Level Up) not only helps scratch the proverbial itch for many users and creators but also helps the game grow. As always, keep up the great work.