D&D General Time Machine and a New D&D.


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I'd do the opposite

1) 20 levels but level 11-20 are clearly displayed as extremely fantastical superheroic

2) There would be 3 rests: short, long, and extended, Short is a break. Long is camping. Extended requires a town with a proper bed and various amenities.

3) High first level HP but slow HP growth after.
 

At no point shall a Player ever need to borrow another book for part of their kit. the PHB is all they will need. (I'm looking at you wildshape/pollymorph etc.)

Completely gut the spellcasting system so that the most egregious gamebreaking spells aren't in the hands of players or at least brought into a reasonable place.

Normalize the idea that everything is, in fact, magical. There won't be such thing as a mundane martial dragging everyone down.

Adapt a multi-action economy.

Remove opportunity attacks for moving, add them for casting spells.

Give enemies more ranged options.

Smooth out hp so level 1 isn't rocket tag, but high levels don't have bloat.
 

Go all out, make it ultimate power fantasy. Everything is overpowered. Throw balance in garbage bin.

On more serious note, ditch classes. Point buy, fixed point budget depending on type of power level you want. So it can easily scale from grim and deadly to superhero. More flexibility for horizontal growth, not just vertical. Abilities have points cost, stronger it is, pricier it is. Every level, you get fixed number of points to buy abilities. It's up to players to decide if they want to be one trick pony, but really powerfull in that one thing, or they want to have more abilities that are weaker.
 

No levels, no classes. A set of attributes (probably 5) and everything else is skills.

There would be "Stereotype packages" that you could use to quick-build a character that would resemble what we now call classes, but everything is ala carte - you build the character you want, without being siloed to a specific suite of abilities.

It'd probably look something akin to Alternity or WEG Star Wars, to be honest. Depends if I want to go with D6's or the full range of polyhedral dice.
 


If I did a new version? It would probably look something like this:

Jay Baruchel Thumbs Up GIF by Leroy Patterson
 

- Encounter-based design with encounter or at-will abilities only and not all of them are spells.

- feat-based character building

- three saves

- bonuses come back; advantage goes back to being a next step after bonuses like in PF.

- Magic items in the PH

- fewer gods, more denominations

- a big piece of the DMG explaining that the game is about playing in the fantasy genre and what that is and how the D&D world isn't Earth and the D&D rules aren't literal physics.

- and just for me: no gnomes.

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Honestly, as someone familiar with every edition except original, it would be mechanically quite a lot like 5.0e, with a bit more old school sensibilities (typically of the type that doesn't annoy newer players much, so yes to more daily resources attrition, big no to permaren't stat loss).

I just feel like 2014 got a lot closer to my ideal D&D mechanically than any other edition. For me, that playtest really worked.
 

If D&D was released for the first time tomorrow after never having existed, I'd wonder why someone was making their Tunnels & Trolls fantasy heartbreaker so late in the game.
 

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