The Annihilargh
Explorer
J.W.2.S I'm posting this without looking at the thread, just the post. These are all changes I'd make to the 5E PHB, keeping the rest the same.
D&D 6E changes
D&D 6E changes
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I don’t think an extra +4 (which is the highest your going to see in the vast majority of games) breaks anything…and certainly doesn’t make you untouchable.The problem is characters with access to expertise can become untouchable in more than just stealth.
Athletics and persuasion, in particular.
The only way to match them is to gain expertise. This is a huge design error.
If used to shore up skills with poor stats, it is less of an issue, but it is not necessarily used in that way.
The problem is when someone with access to expertise and a high relevant stat is compared to someone who does not who wishes to be ok at, say, deception.I don’t think an extra +4 (which is the highest your going to see in the vast majority of games) breaks anything…and certainly doesn’t make you untouchable.
The +5 skill items are the real culprits for “untouchability”
And psionicist/mystic/whatever you want to call it. Just to ensure that it is actually different than other spellcasters and that they think up how its abilities work in conjunction with magic.Classes:
- Add the Artificer and Warlord classes to core.
Probably, because there could also be the expectation that you can create hybrids that have no human in them at all.So would hybrid be a good name to replace for half elves, orcs, etc?
Ugh, no. That's 1e/2e design. What it should be is that their spells are more thematic to who or what they are. Bards should get bard spells.So... Half-Caster Bard would suck. But what if Bard and Warlock style Occult spells capped out at "5th Level" but 5th level was closer to 8th/9th level for a Wizard? Or a Cleric doing the same thing with 7th level spells.
Splitting them out to 5th level cap, but making a Bard's 5th level spell on par with a Wizard's 9th level spell in Power would require writing different spell lists.Ugh, no. That's 1e/2e design. What it should be is that their spells are more thematic to who or what they are. Bards should get bard spells.
IMO, there should either be a bit less overlapping when it comes to spells: more unique spells per class, and more ways that each class can modify their spellcasting to to make it more class-specific. So if some class ability lets you have a spell from a different class, it's actually noticeable.
I just don't think that's the best solution here. There would be such a leap of power difference between spells that it would be hard to assign them properly. There's no real reason not to stick with 1-9 but just make sure they're actually bardic in nature.Splitting them out to 5th level cap, but making a Bard's 5th level spell on par with a Wizard's 9th level spell in Power would require writing different spell lists.
The spell-level splitting isn't exactly a solution, it's true. But it's meant to do two things:I just don't think that's the best solution here. There would be such a leap of power difference between spells that it would be hard to assign them properly. There's no real reason not to stick with 1-9 but just make sure they're actually bardic in nature.
But yes. While there are definitely some spells that could belong on more than one spell list, the majority of spells should be unique to either each class or each magical origin.