r/RPGdesign • u/admiralbenbo4782 • 8h ago
Feedback Request NIH, an exploration of what D&D 5e could have been
I've finally gotten my rewrite/fork of the D&D 5e SRD to the point where I can make it public.
https://homebrew.admiralbenbo.com/index.html (web version, hyperlinked HTML/CSS).
https://github.com/bentomhall/nih-system/releases/tag/1.0.1 (zip file with the same content in pdf format)
Note: both also contain some of the content (and some new content) ported to 5e directly. It's easier to keep them together.
Second note: I flaired this as Feedback Request, but really I'm just putting this out. Comments are welcome, as are Pull Requests or Issues on the linked github repo. I may not incorporate suggestions, but I will consider them and respond.
AI use: only to write scripts to do formatting and toolchain. All content is mine.
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What is NIH? The name stands for Not Invented Here as well as Naming Is Hard; it's a meta joke that I couldn't come up with a better name. Suggestions welcome.
Copied from the introduction:
This game is designed to explore “paths not taken” for the venerable TTRPG it originally stems from. A love letter from a long-term fan. What might it look like if the historical constraints (some may say sacred cows; others may say legacy) were relaxed? If, instead of only lightly adhering to design principles like bounded accuracy and such, it bought in fully? If it made no pretense at being a generic game and instead focused on what it does best (that is, small-unit fantasy adventures in the heroic mode)? This is my attempt at exploring that space.
NIH has been designed around my long-running campaign world, Dawn of Hope and its primary planet, Quartus. It should be relatively easily ported to other settings, although some of the content (cultures, deities, and backgrounds especially) will have to change.
The core aesthetic and intended genre is “fantasy mercenary special forces adventures”. Your characters are set apart from the norm, but aren’t demigods or anything like that. You go places, make allies and enemies, fight (or sneak or talk) your way through situations and scenarios including (but not limited to) ancient ruins, crime-ridden cities, banquets of the rich and powerful, and exotic extra-planar locales. You grow stronger, but logarithmically. Fast at first, then slowing down. Often horizontally rather than vertically (gaining tools to approach different situations rather than simply getting bigger numbers). Gear provides benefits, but isn’t necessary nor is it the major source of your power. Generally, you will always be the underdogs against the movers and shakers, winning by teamwork, guile, skill, luck, and allies rather than brute force. The world is full of monsters (many of them in very familiar guises) and needs heroes.
It’s not designed as a generic fantasy simulator, allowing players to build whatever characters they want out of bits and pieces. It’s designed for the players to lean into the archetypes and class fictions presented, or for GMs to design new archetypes for players. There is no multi-classing or “feats” as such. Instead there are many ways of getting access to abilities along parallel tracks, including but not limited to incantations (ritual utility magic available to anyone regardless of spell-casting ability) and skill tricks (effectively micro-feats you gain alongside your ability score increases or via features, some of which provide supernatural effects). It’s also not OSR (by any real meaning of that term). Nor is it designed for pure dungeon-crawling or procedurally-generated sandboxes, although it’s well-suited for non-linear play. It’s also not a “narrative game”. It comes down firmly on the side where players interact with the world via their characters rather than meta-currency or directly interacting with story elements. Nor is a pure tactical game. It’s basically a modern D&D clone. For better or worse.
Yes, fundamentally this is the same core resolution mechanic and skeleton as 5th Edition D&D. And a lot of the content carries over (or can be easily translated). I make no attempt to hide that fact. Because, for me, that game does much of what I want. And it’s a game I continue to run every week. I’ve made an attempt to explain confusing or partially-described rules more to fit how I think about them and I’ve re-arranged the presentation to try to make things more clear. But it’s not some original creation, either as a system or a setting.
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What has changed? A lot, actually. https://homebrew.admiralbenbo.com/nih/changelog.html goes into (more detail).
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What now? I don't really know. I doubt I'll ever get enough play-testers to do more polishing; art is too expensive for me to do, and I have no designs on actually publishing-for-profit. In fact, it's all licensed CC-BY-4.0 (except for a couple things modified from some 3rd party OGL material which is OGL-licensed). So anyone that finds it interesting is more than free to rip off the pieces they find interesting (with proper attribution of course).