D&D (2024) Toward a Theory of 6th Edition

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Guest 6801328

Guest
Just thinking out loud here, but doing so is more fun when somebody can hear you....

As the Ranger debate always illustrates, "class" seems to encapsulate multiple facets of an archetype in ways that make it impossible to design classes using a single-inheritance model. E.g., the "stealthy woodsman" archetype could inherit from Fighter, Barbarian, Rogue, Ranger, and even Druid.

It seems to me there are multiple dimensions we are trying to model with the single dimension of "class", and while two dimensions is still not a perfect fit, two might at least improve the situation.

What if concepts like "Woodsman" were turned into a template that were applied on top of any class, so that class became two choices from a matrix? (In theory the matrix could be incomplete; the "Druid Knight" for example might not be allowed, but my aesthetic preference would be for all options to be both viable and permissible.)

Where I struggle is in coming up with a decent list of these templates. Woodsman is the easy one, and as many people have pointed out, "Barbarian" is really something that should be applicable to any class. Barbarians, after all, have sorcerers and priests and thieves just like other cultures do. But after Woodsman and Barbarian, what are some other good ones? Knight? Noble? Tradesman? Tomb-raider? Warl....never mind.

They are starting to sound like Backgrounds.

Background already is a dimension, although it's currently a shallow dimension. So one option might be to simply make Backgrounds beefier, with more significant abilities that have a greater impact on mechanics. The thing I don't like about this is that I think there would probably be far fewer total backgrounds...but maybe not? I'm honestly torn on whether I think it's better to combine them, or keep Backgrounds as they are.

Pros of Using Backgrounds as Templates:
- Reduces number of major chargen decisions
- Avoids some redundancy since the concepts are somewhat similar (e.g., is "Outland" a Background or a Template?)
- Fewer structural changes

Cons of Using Backgrounds as Templates:
- Harder to create a well-designed Template than a Background, which means there would probably be fewer Backgrounds
- Corollary to the above, but adding a "ribbon" choice, from a large number of choices, just means that the overall matrix of available concepts is much greater.


Regardless of whether or not Backgrounds are used, what would these templates look like? My inclination is that they would not have abilities that unlock at specific levels the way classes do, but would have features that are all gained immediately, some of which scale with level. Some examples:
- Knight: increase your armor proficiency by one step. (Which might mean class armor proficiencies would be reduced one step.)
- Woodsman: difficult natural terrain does not reduce your movement
- Barbarian: Rage (redesigned so that it also boosts spell-casting and other things)
- Soldier: some kind of tactical warlord-y thing
Etc. etc. etc.

I could keep going, but I'm interested in your responses.
 

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happyhermit

Adventurer
One of the things I like about D&D and something that sets it apart from most other RPGs is actually the relatively asymmetrical way in which classes are implemented. I really like how some classes describe a rather specific profession or lifestyle while others are much more open or even vague. I wouldn't be surprised if D&D further away from the idea because; most systems do, it's easier to design and implement new classes, etc, but there is something lost in the transition.
 


Tony Vargas

Legend
It seems to me there are multiple dimensions we are trying to model with the single dimension of "class", and while two dimensions is still not a perfect fit, two might at least improve the situation.

What if concepts like "Woodsman" were turned into a template that were applied on top of any class, so that class became two choices from a matrix?
...
They are starting to sound like Backgrounds.
Or like 2e Kits, though they were technically class-specific. Or like 4e Themes.

Actually, rather a lot like Themes.

Background already is a dimension, although it's currently a shallow dimension. So one option might be to simply make Backgrounds beefier, with more significant abilities that have a greater impact on mechanics. The thing I don't like about this is that I think there would probably be far fewer total backgrounds...but maybe not? I'm honestly torn on whether I think it's better to combine them, or keep Backgrounds as they are.
Backgrounds feel like an outgrowth of the old 'secondary skill,' in 1e, they're what you did/who you were before you started adventuring, their like an adjunct to race. What you're discussing sounds like a corresponding adjunct to class, more about what you're doing & becoming in your adventures than about what you were.

Regardless of whether or not Backgrounds are used, what would these templates look like? My inclination is that they would not have abilities that unlock at specific levels the way classes do, but would have features that are all gained immediately, some of which scale with level. ...
That sound rather more like Backgrounds. 4e Themes and 3e Substitution levels were mechanics that maybe wouldn't work as well with 5e class designs, but could be something that might work here, for your Template idea. The mechanic would be to modify, add, or replace class features as you level - the obvious problem being that, aside from ASIs and spell slots, few classes have a lot of features developing in parallel.


Where I struggle is in coming up with a decent list of these templates. Woodsman is the easy one, and as many people have pointed out, "Barbarian" is really something that should be applicable to any class. Barbarians, after all, have sorcerers and priests and thieves just like other cultures do. But after Woodsman and Barbarian, what are some other good ones? Knight? Noble? Tradesman? Tomb-raider?
One thing an idea like this could accomplish would be to reduce the number of classes, focusing them more on the practical aspects of mechanics. So things that are currently (sub-)classes - Barbarian, Ranger, Paladin, Druid, Sorcerer, Warlock, Bard, Monk, Thief, Assassin, Illusionist - could well be Templates, or even intersections of template and class.

For instance, you could have a Scion Template - it's someone for whom their heritage is a terribly important part of the character that directly influences the capabilities, purpose, etc - apply that to Magic-User and you have a Sorcerer.
 

Nevvur

Explorer
Interesting idea. Additional templates could represent approaches to magic (e.g. arcane, divine). One could also have a primary and secondary template rather than treating them as equal in influence. For instance, if we include a warrior template and a divine magic template, we could get a Cleric or Paladin depending on the assignment of primary and secondary.
 

Modular monsters. Instead of fixed stat blocks monsters should be scalable and have options for variation in capabilities within a given range of CR.
 

Parmandur

Book-Friend
My understanding is that they tried something rather like that over the course of the 5E public playtesting, and it evolved into the existing Class-Subclass-Background system based on fan input.
 

jgsugden

Legend
Best indicators point to 6E being several years off.

Personally, I hope they stick with 5E for 10 more years. No system will be perfect, but this one is very good. I think the odds of the next edition being significantly better to be slim.
 

Tony Vargas

Legend
My understanding is that they tried something rather like that over the course of the 5E public playtesting, and it evolved into the existing Class-Subclass-Background system based on fan input.
Class, sub-class & background was prettymuch how Essentials, which Mearls also helmed, was done. I don't recall if HotFK/L omitted Themes or downplayed them, but HotFw & HotEC made strong use of Themes, which were more like what the OP's proposing. Nothing like that hit the playtest, as best I can remember - I participated in the whole playtest, but sometimes the packets cycled faster than the playtests I was running....
 

nswanson27

First Post
I would ask for two changes, and two changes only, to make me perfectly happy.

1. Less magic, but better magic. I want magic to be awesome, and rare. No 1/3 spellcasters, few (if any) 1/2 spellcasters, and spells should be infrequent and amazing.

2. Go back to a system where most things (including to hit and saving throws) improve with level, not ability score. I know, bac to the dark ages. Sort of a super proficiency bonus or something.

My ideas have a snowball's chance in Baator of being implemented, but that's my two cents.

I hear you on 1 - especially at higher levels, there's too many reality-bending spells that get grandfathered in from previous editions. Also, trim back the spells that need 5+ paragraphs to explain. Also, cut out the ones no one uses just to make for fewer pages in the spell appendix. Flipping through pages in the hardcovers to find the spell description for a rule clarification takes up way too much time during gameplay.
 

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