D&D 5E Blue ONE, An attempt at a TRUE 5e Basic version


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DND_Reborn

The High Aldwin
*Edit, just realized I need to update extra attacks on fighter since I updated cannon fodder.
Glad you liked my suggestion. I think this is more elegant and accomplishes the goal of the feature.

I hope you will still consider some "druidic" influence in updating the spell lists.

One thing I would like to ask to clarify something:

Are you creating this 1) as a primer to 5E or 2) as its own entity?
 

Sacrosanct

Legend
Glad you liked my suggestion. I think this is more elegant and accomplishes the goal of the feature.
I agree!
I hope you will still consider some "druidic" influence in updating the spell lists.

One thing I would like to ask to clarify something:

Are you creating this 1) as a primer to 5E or 2) as its own entity?
More of a primer to 5e, like B/X was meant to be for AD&D, but completely stand alone for those folks who something more streamlined (like folks who like b/x over AD&D). That's why I'm trying to avoid the compulsion to keep adding things (like druids) because once you start that, you start losing grasp of the scope.
 

DND_Reborn

The High Aldwin
More of a primer to 5e, like B/X was meant to be for AD&D, but completely stand alone for those folks who something more streamlined (like folks who like b/x over AD&D). That's why I'm trying to avoid the compulsion to keep adding things (like druids) because once you start that, you start losing grasp of the scope.
Ok. I asked because you have things like Elemental Ray as a cantrip (instead of having half a dozen attack cantrips LOL!), which doesn't exist in 5E.

So, if someone goes from this to 5E, and doesn't find Elemental Ray or class features like Fighter's Parry, it might be a bit confusing and/or disappointing.

It has been a long time since I looked at B/X vs. AD&D really, but I don't remember spells changing in name (or "feel"), for example.

Finally, it would be a bit of work at this point, but I think organizing spells by spell level and then alphabetically (B/X and AD&D style) would be better instead of just alphabetically (5E style). I know it is a gripe for a lot of people who play 5E....

Anyway, I'm working on some suggestions for the spell list, because I understand your point, but some of the spells you have seem sort of redundant (Cure Wounds and Healing Word, for example) and I would rather see less of the same type of spell and greater variety in that sense.

Personally, I think this is stellar work and I love the mixture of art types, so I sincerely hope you can take all my suggestions in the manner they are made. :) For me, this is approaching 90% "there" to the simple version of D&D I was working towards myself using the sidekick classes as a launching point. So, if I can help get your project to that "YES!" point for me, it saves me the leg work. ;)
 

Faolyn

(she/her)
Anyway, I'm working on some suggestions for the spell list, because I understand your point, but some of the spells you have seem sort of redundant (Cure Wounds and Healing Word, for example) and I would rather see less of the same type of spell and greater variety in that sense.
If @Sacrosanct doesn't mind deviating from basic 5e even further, they could go for a variant on the Pathfinder route: if you use do something--say, use your entire turn (no action, reaction, or free action), or take a little bit of damage, or something like that--it has a greater effect. Such as casting cure wounds at a distance. In fact, that's a pretty simple thing to do for any touch spell--give it a range.

In fact, you could probably steal some metamagic effects for a lot of the spells and have them as generic effects that happen when you cast "with effort." if it's a damaging spell that effects multiple people, when you cast with effort, you can choose a number of people equal to your Int mod who are undamaged by it. If it's a damaging spell that effects a single target, when you cast with effort, you can double the range. If it's a non-damaging spell that effects a single target and that lasts 1 minute or longer, when you cast with effort, you can double the duration.
 

DND_Reborn

The High Aldwin
If @Sacrosanct doesn't mind deviating from basic 5e even further, they could go for a variant on the Pathfinder route: if you use do something--say, use your entire turn (no action, reaction, or free action), or take a little bit of damage, or something like that--it has a greater effect. Such as casting cure wounds at a distance. In fact, that's a pretty simple thing to do for any touch spell--give it a range.

In fact, you could probably steal some metamagic effects for a lot of the spells and have them as generic effects that happen when you cast "with effort." if it's a damaging spell that effects multiple people, when you cast with effort, you can choose a number of people equal to your Int mod who are undamaged by it. If it's a damaging spell that effects a single target, when you cast with effort, you can double the range. If it's a non-damaging spell that effects a single target and that lasts 1 minute or longer, when you cast with effort, you can double the duration.
I agree there is a TON you could do, which is why I asked if this was a more a 5E primer (which is what my own project was meant to be-- a truly "basic" 5E).

I get the feeling that deviations as you suggest probably go beyond the scope of this project, but I could be wrong.
 

Charlaquin

Goblin Queen (She/Her/Hers)
This is really cool, and the art is beautiful. I don’t love the description of orcs as being aggressive and usually evil, but included because half-orcs have been a thing in other editions. I also kinda wish each class had an ability at 10th level.
 

Faolyn

(she/her)
I agree there is a TON you could do, which is why I asked if this was a more a 5E primer (which is what my own project was meant to be-- a truly "basic" 5E).

I get the feeling that deviations as you suggest probably go beyond the scope of this project, but I could be wrong.
True. It already deviates quite a bit, what with the three classes, but my idea might be too far.

OTOH, it wouldn't be a D&D variant without supplements, and I could see perhaps bringing in different options--whether my ideas, or other people's--later on. :D
 

Sacrosanct

Legend
This is really cool, and the art is beautiful. I don’t love the description of orcs as being aggressive and usually evil, but included because half-orcs have been a thing in other editions. I also kinda wish each class had an ability at 10th level.
Admittedly that didn't quite sit well with me. I've made a revision.

Orcs are typically war-like and aggressive. They are slightly larger than humans, with solid builds, skin color that ranges from gray to green, with short tusks. Many also have pinkish pig-like snouts.
Orcs are often considered an “evil” race, and are used as antagonists in most adventures. While many game tables have orcs as an evil monster, if your table agrees, feel free to have them as a playable race of any alignment. After all, it stands to reason that any intelligent societal species will have cultures and ideals on morality as varied as our own.
When choosing an orc as your race, you gain darkvision up to 60 feet. You also gain the relentless trait. With this trait, if an attack brings you to 0 or fewer hit points, you instead drop to 1 hit point. You can use this trait once per long rest.

Speed: 30 feet
Size: Medium
 

DND_Reborn

The High Aldwin
I always liked having orcs being aggressive in their culture, with many members seeking to prove their place through conflict. However, this does not make them "evil". Other races might see orcs fighting and pushing, etc., thinking they are simply violent and evil, but really the orcs are establishing their order of dominance among themselves. They respect strength, power, AND the WISDOM to know when to use it and how much is necessary. Using too much is wasteful orcs in my game world. And they recognize that "strength and power" is not necessarily just PHYSICAL, but also can be mental and social.
 

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