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D&D (2024) Pick one major theme from a previous edition that you want in 6e

Sacrosanct

Legend
Thought exercise. Let's say 6e comes out at some point, and like 5e, part of the design scope is to pull things in from each edition prior.

You get to choose one major theme (a mechanic, a philosophy, etc) from each edition to go into 6e. What it is?

For me:

  • b/x: a basic version like the Mentzer set or Essentials kit.
  • 1e: smaller plug and play generic setting adventures (modules)
  • 2e: slower non magical healing time to recover. IMO and IME, it facilitates an entire different style of gameplay. One from "Let's charge into every battle ala Leroy Jenkins because we'll be at full resources by tomorrow!" into "Let's explore this dangerous dungeon carefully and plan, because we don't know how many encounters we'll have to fight, and if we'll even get a full rest." It makes the dungeon more of an organic living dungeon, rather than just a set of meta gaming individual encounters. However, slower healing doesn't necessarily mean 1 hp per day. Something like 2 HP per level* + CON bonus is a nice middle ground for me.
  • 3e: D20 mechanic (ascending AC, DC values for skill checks)
  • 4e: Tactical rules that while optional, are part of the core book. Things like grid based combat, flanking, maneuvers, etc. This also includes ally synergy during combat (like a help action)
  • 5e: bounded accuracy. Biggest turn off of 3e was numbers bloat. BA really works for this.

There are others of course, like 4e balance and 5e feat/background system or advantage, but if I had to choose only one, the above would be them.


*as a PC levels, the ratio of HP that are meat to other (luck, skill, experience) gets lower, so it stands to reason why a higher level PC would heal more HP for the same rest period compared to a low level PC.
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
I did not play much of of older edition, but I'll give it a try:
B/X: focus on lower level, like 1-10
1e: Small modules that can be played individually or put together to make an adventure path.
2e: Kit or class variant that modify how the class works at 1st level.
3e: 3 Saves
4e: Healing Surge/ Hit Dice based healing, even with spells. Make ''surgeless'' healing rarer.
5e: Bounded accuracy/low-math system.
 


Stormonu

Legend
While eventually 6E will happen some day, I think this is my last edition. However, what I’d pick
B/X: A starter set
1E: Modules
2E: Plethora of campaign worlds
3E: Character options
4E: Expanded cosmology
5E: Bounded Accuracy

If I could pick a second, it would be the monsters from every edition, no matter how great or small.
 



generic

On that metempsychosis tweak
I only started with 4E/Transition to 5E, but I've played other editions. I'l give this a try.

(Not including B/X or Basic)

1E: More 'modular' modules.

2E: Greater levels of innovation in campaign settings.

3E: Trifold saves. Fort, Will, and Ref are far superior to a six-save system.

4E: 'Minion' monsters, abstracted healing, truly tactical play.

5E: Bounded accuracy and Advantage/Disadvantage.
 
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RSIxidor

Adventurer
OD&D: 4 starting classes*
I don't know enough between OD&D and 3e to confidently comment.
3e: Not THAC0
4e: Excellent formatting for abilities, helps make it clear what they mean. 5e spells could be formatted so much better and this style would help some, though it does have its constraints. And cheating, but the MM3 monster design.
5e: Advantage/Disadvantage, and again cheating, bounded accuracy

*4 classes can work for whatever builds we want to have as long as those 4 starting classes are suitably generic AND we have a concept to use that's somewhere between "kits/prestige classes/themes/paragon paths/subclasses" as a way to customize character, preferably chosen at sensible levels. Shadows of the Demon Lord seems to do kind of what I'm suggesting but not sure that's exactly how I'd want it.
 
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