D&D 5E Stripping 5e to its core

I think you can safely reduce saving throws back to Con/Fortitude, Dex/Reflex and Wis/Willpower.

Honestly, I think you could probably de-empathasize ability scores in a lot of places. You can adjust spell DCs to remove caster stats and remove the ability score influence of saves (replacing them with just class bonus, so that warriors get better Fortitude saves). That would also remove ability score/per day features to static or level scaling uses.
 

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How far can you strip 5e down to core mechanics . . .
This might be an important distinction, because 6e goes a bit further in codifying and interweaving rules. Which makes pulling rules out more difficult.

and still have a game that looks and feels like D&D, and could still be relatively compatible? By compatible, I mean about as close as a B/X character was with AD&D--some big differences, but you could still play them side by side and have it work. For newer players, I believe the simpler rules and less terms to know is the way to go. Maximizing real estate is another priority.

Things you have to keep
  • Vancian magic
  • d20 mechanic
5e magic isn't Vancian. There's definitely a d20 mechanism, though. With what are you expecting to be "relatively compatible?" Stripped-down compatible with 5e? Or with the plethora of other 5RD games?

Things you could strip down
  • 3 core classes (warrior, expert, caster). Within each class you have a specialty (subclass) that breaks down more themes like ranger, fighter, druid, etc.
  • Ability scores don't have values, only modifiers (I did this with Bugbears&borderlands). Instead of STR 14 (+2), you just have STR +2
  • Team based initiative (not only is faster, but doesn't punish people who rolled best but don't want to go first; I find held action mechanics punitive)
  • Stripped down monster stat blocks (see below)
  • Don't worry about things largely ignored (spell components, etc.)
  • What else?
Pulling out ability score values makes it hard to meet ability score requirements (like those for Strength and speed in armor). It also makes calculating your new bonuses tricky after the countless "ASIs."

Tinkering with "held action mechanics" sounds like it would have a serious effect on compatibility, but it could well be low-hanging fruit.

Eliminate the hit roll. Just roll damage(or apply static damage).
There are way too many instances of attack roll modifiers to make this compatible. That's not to say it wouldn't be a welcome addition (subtraction) from 5e.

Static DCs. Trivial, Easy, medium, hard, impossible.
I think this is already a rule.
 

In my desire to reduce redundant terminology, I've been toying with the idea of getting rid of the terms AC, Save, and Ability checks. They are all basically the same (roll d20 against a DC). Basically, everything has a DC and that's the term used.

AC is an antiquated term that only made sense in the early days, because something based on a Class rating, the lower the better. "First class vs. third class, Class III protection vs. Class IV protection, etc." So it only made sense with descending AC. It doesn't make sense any longer to use that term and is often confusing to newer players. Saving Throw is also a bit non-intuitive. "Resist" is more intuitive.

I haven't landed on anything yet, but my gut says make it Defensive DC, Resist DC, and Skill DC.
 

I've thought about doing this by adopting The Wandering Inn class and levelling system.

There would be no rules for specific classes.

Instead, when gaining levels the player and the DM come up with abilities that are thematically appropriate to what the character has been doing.

Characters gain levels based on how risky, stressful, and impactful their deeds are.

An example might be something like:

Quick Slash: Make 2 attacks this turn. 3/day.

HP and other such characteristics are much slower to improve.

Magic is still split into levels but characters know fewer spells. They have a standard form but could also be used creatively up to DM judgment.

The characters sound weak at first but abilities add up and stack so a high level character often has many skills to activate.

Also a lot of their strength comes from acquiring magic items which are very rare and sought after.
 

With the exception of the damage, I've done all that with B&B ;) So we're on the same page. However, I've found folks really like rolling dice :) A tactile motion to keep a person physically involved.
I like rolling damage. I do it for monsters, as well. But your prompt was to simplify.

I would get rid of a ton of spells, weapon masteries, most feats, and just go with generic weapon and armour categories, though.
 



How far do you want to go?
Reduce the weapons chart. Doesn’t matter what a weapon actually is it fits one of the categories:
light hand weapons - d6
Regular hand weapon - d8
Heavy hand weapons - d10, require 2 hands
Reach weapon - d8, reach 1, 2 hands
Bows - d6
Crossbow - d8
 

To feel like D&D? 5E hybrid with B/X. You keep the proficiency bonus and rewrite the classes to be very basic. No moving parts but you can keep some 5E class features. No archetypes.

To resemble 5E streamline the 2024 basic rules. 4 classes, 4 races.
 


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