D&D (2024) Twelve actions for an even fresher 6th edition, or for an ultra-basic retooling of 5e

Henry

Autoexreginated
Essentially, scores are merely a method of randomizing ability bonuses, by using 3d6 to determine bonuses.

But I would rather have point buy anyway.

Elf Wizard

0 Strength
2 Dexterity
0 Constitution
3 Intelligence
0 Wisdom
2 Charisma



And done.
...and not D&D to me.

Objectively, I know it's the same; functionally, it's the same; but something about that 3-18 base range says "D&D" same as classes and levels do that just have to be there for me.
 

log in or register to remove this ad

Parmandur

Book-Friend
Point buy is lame, rolling for stats is fun. It's fine as an option, for those who want it, but I would not but a D&D that was point buy or eschewed the traditional random array.
 

I know you want D&D with godless clerics, but, considering there has never been an edition that has done that, I'm thinking that's more on you.

Off-topic reply:

BECMI D&D has no gods. Clerics were described as receiving their spells from their alignment.

In later boxed sets, the "Immortals" filled the "god" niche, but they were purposely depicted as "not-gods"--they were high level NPCs who, through adventuring, became Immortal-level, Silver Surfer-style superheroes. From an Out of Game perspective the "Immortals" terminology was mainly an attempt to protect Basic D&D from 1980s-era accusations of pagan worship. :)

Because this "godlessness" became associated with the BECMI core setting, even the AD&D2E version of Mystara included a "Philosopher" kit for the Cleric class, which was just a regular Cleric, but who received their spells from their Alignment.
 

aramis erak

Legend
Off-topic reply:

BECMI D&D has no gods. Clerics were described as receiving their spells from their alignment.

In later boxed sets, the "Immortals" filled the "god" niche, but they were purposely depicted as "not-gods"--they were high level NPCs who, through adventuring, became Immortal-level, Silver Surfer-style superheroes. From an Out of Game perspective the "Immortals" terminology was mainly an attempt to protect Basic D&D from 1980s-era accusations of pagan worship. :)

Because this "godlessness" became associated with the BECMI core setting, even the AD&D2E version of Mystara included a "Philosopher" kit for the Cleric class, which was just a regular Cleric, but who received their spells from their Alignment.

In later materials, the Immortals can directly grant spells to their clerics. It's actually pretty bog-standard, except that some clerics are not affiliated with the immortals knowingly.
 

Hussar

Legend
Off-topic reply:

BECMI D&D has no gods. Clerics were described as receiving their spells from their alignment.

In later boxed sets, the "Immortals" filled the "god" niche, but they were purposely depicted as "not-gods"--they were high level NPCs who, through adventuring, became Immortal-level, Silver Surfer-style superheroes. From an Out of Game perspective the "Immortals" terminology was mainly an attempt to protect Basic D&D from 1980s-era accusations of pagan worship. :)

Because this "godlessness" became associated with the BECMI core setting, even the AD&D2E version of Mystara included a "Philosopher" kit for the Cleric class, which was just a regular Cleric, but who received their spells from their Alignment.

Ahh, see, I never got into the Rules Cyclopedia stuff. I started with Moldvay Basic which states:

Moldvay Basic Page B10 said:
Clerics are humans who have dedicated themselves to the service of a god or goddess.

So, when I started D&D, clerics have always been tied to a god.
 

It's actually pretty bog-standard, except that some clerics are not affiliated with the immortals knowingly.

...And the Immortals were all mortals who just adventured their way beyond 36th level.
...And PCs are expected to become Immortals themselves, by adventuring through the Masters boxed set, onto the Immortals boxed set.

That's different than all the other D&D worlds.
 

Anyway, to get back on topic...and to perhaps close out this dwindling thread...

...When I dwell on it, I feel frustrated by how now matter how well I or any other D&D aficionado expresses a vision for 5E or 6E, there is this monolith that won't listen.

Maybe I should start my own RPG enterprise which follows the business plan laid out in the OP.

Yet that means no access to the D&D worlds, which I put so much love and effort into. All those years cultivating the D&D Multiverse...particularly the "mothballed" worlds...are left in the compost pile. That chunk of imagination--the entire D&D mythology--is locked in the hands of a giant corporation. (That's why I advocate that copyright law be reduced to the length of one generation...21 years...so that each human generation is truly free to contribute to the mythologies and ideas we were raised on.)

Ah well, I've expressed myself clearly. A few EN World fellows heard me and responded, and your feedback made the idea even better. Thanks for that.

Shane H.
https://sites.google.com/site/dndphilmont/
 

Remathilis

Legend
Ahh, see, I never got into the Rules Cyclopedia stuff. I started with Moldvay Basic which states:

So, when I started D&D, clerics have always been tied to a god.

To be fair, they attempted to "lessen" the role of gods in Basic as part of the reaction to BADD and the idea D&D teachers you worship false Gods thing. So Mystara/Basic moved to "clerics get power by alignment" and "Immortals are not gods, just really powerful beings that kinda look like them but don't demand worship (but some are anyway.)"

Only the most ardent Basic fan really presses the issue; immortals are effectively gods for nearly all purposes except origin.
 

Anyway, to get back on topic...and to perhaps close out this dwindling thread...

...When I dwell on it, I feel frustrated by how now matter how well I or any other D&D aficionado expresses a vision for 5E or 6E, there is this monolith that won't listen.

Maybe I should start my own RPG enterprise which follows the business plan laid out in the OP.

Yet that means no access to the D&D worlds, which I put so much love and effort into. All those years cultivating the D&D Multiverse...particularly the "mothballed" worlds...are left in the compost pile. That chunk of imagination--the entire D&D mythology--is locked in the hands of a giant corporation. (That's why I advocate that copyright law be reduced to the length of one generation...21 years...so that each human generation is truly free to contribute to the mythologies and ideas we were raised on.)

Ah well, I've expressed myself clearly. A few EN World fellows heard me and responded, and your feedback made the idea even better. Thanks for that.

Shane H.
https://sites.google.com/site/dndphilmont/

Just keep in mind that listening works both ways. You may have an interesting, even potentially highly successful concept....but it may not work as a D&D for the generation of fans out there now. It might create a new player base for a different kind of crowd, though. I know as I was reading your OP I was stopped hard in the first line....my thought being, "This is a game, and it could be D&D licensed, but it would definitely not be D&D."

Tradition sucks, but sometimes the issue is simply that change makes something fundamentally different. What you have described, taken in and of itself, intrigues me. But as a 6th edition D&D that has been Eurogame-treated it sounds like my exit from the hobby.
 

Yaarel

He Mage
It is possible to use the 3e Open Gaming License to reconstruct it as the rules system that one needs. Then, make this rules system available to others, so they can use the system when designing their own setting. Each designer owns rights to their setting, but the system remains public domain.
 

Remove ads

Top