D&D (2024) Pie in the Sky 6E

Something closer to 4e:
  • possibly replacing squares/feet with more abstract distances: e.g., close, near, far, zones, etc.
  • Defenses instead of Saving Throws
  • Separating spells between Cantrips, Spells, and (out of combat) Rituals
  • Rituals requiring skill checks, multiple people, or healing surges (see below) to perform
  • Healing Surges instead of Hit Dice - but rename that to Vitality/Energy or something
  • Warlord/Marshal
  • Psionics: a forethought part of design rather than an afterthought
  • Class "power sources" that are thematically tied to the D&D multiverse: e.g., martial, arcane, primal, divine, psionic, etc.
  • Mechanically interesting monster design that is easy to run for GMs that amounts to more than HP bloat
  • Per Encounter/Scene-based design rather than Per Day/Long Rest-based design.

I would also like spell levels cleaned up a bit so they are a little more user-friendly. By that I mean that spells go from 0 to 9th level, which is not intuitive across 20 levels of gameplay for most new players UNLESS you are so used to D&D's oddities. So I would potentially like to see spells go from 1st to 10th level OR have spells cap at 5th level and everything above 5th level spells are Rituals.
 

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I basically agree with @Steampunkette , but perhaps a little less options than LevelUp (I can do without separating exhaustion into strife and fatigue, and a few other things) and a few more things not in level up:
  • 3-4 base classes and everything else is a subclass
  • Armor w/ DR
  • Vitality points
  • Clear DMG suggestions / variants / options to adapt to a particular genre / playstyle (the modular options often discussed)
  • Update encounter guidelines that discuss Party composition and playstyle, and a revision of the challenge naming convention and descriptions (so deadly = deadly)
  • Monster roles
At least one of these is in the article I wound up writing last night because of Ranger Wickett... He's also read the article.
 




2 parts.
  1. The ability to use the mental parts of combat
  2. The ability to invoke the support side of combat
Inspiration, Tactics, Bravery, Resourcefulness, Team Play, Insight

Basically the abilty to use Intelligence, Wisdom, and Charisma in battle without needed it converting it into magic much how people do it in real life.
concepts that 5e just can't do without spell casting... inspiring leader, tactical support character, and complex resource management martial characters... the Warlord is great for all of that.

Non magic healing in a game where hp are not supposed to be physical meat seems like a grandslam, but I know people were VERY upset that if they sunk 4 arrows right into your chest how could you heal without magic (not with standing that 4 arrows in your chest should at least slow you down if not drop you)
 

concepts that 5e just can't do without spell casting... inspiring leader, tactical support character, and complex resource management martial characters... the Warlord is great for all of that.

Non magic healing in a game where hp are not supposed to be physical meat seems like a grandslam, but I know people were VERY upset that if they sunk 4 arrows right into your chest how could you heal without magic (not with standing that 4 arrows in your chest should at least slow you down if not drop you)
People have a hard time grokking the idea that if you take hit point damage from four arrows, they are not sticking in you- they missed or only grazed you!
 

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