This is a pretty common house rule. I use it in my home games, where everyone rolls actual dice, but it doesn't work as well with my beginner campaign at school, where everyone is on DDB.
It's definitely up there, yeah. So is the 3 Up 3 Down. I'm just saying make it core.
As far as DDB goes, yeah, that'd suck. But this would be a 6th edition, and therefore need it's own autoroller website! (Or not, if you wanna just check the rolled value and add in the missing damage if there is any)
Eh, fine. I’d go with either 9 or 12, myself.
I suppose 12 would be fine, I just don't wanna go lower than 10.
A lot of this I dislike or would have to test, but I am 10000000% behind making utility magic more ritual oriented. Preferably by making anything that isn’t a flashy immediate effect into a skill use, whether it uses a spell slot or not.
I don’t like how restricted the spell list would be judging by your description here, and would rather see magic pushed into much broader design with risks and costs and such, based on skills and the use of components and focus objects and ritual implements, with ritual magic having requirements for advanced stuff where you need eg a base, a catalyst, a power source, a focus, and a circle or container, and then each spell school is a skill with description of what types of effects it can do.
Can definitely understand the trepidation. I also -really- like the idea of using Skill Checks instead of Attack Rolls to clean things up a little, now that you mention it.
And having the 'ritual-like' castings rely on skill checks, as well, really makes the "Avoid Obstacle" spells into just kinda collapsing various skill checks into a single proficiency, which I -really- like as a concept, if nothing else.
I particularly like it for Clerics and Wizards. Both of whom could be automatically proficient in the Liturgical and Mystical languages as the basis of their ritual-like casting...
Could split the difference and have some specific stuff be bundled into class-tracks (Illusion, Necromancy, Etc) which unlock new uses of the bundle when you level up to represent 'spells' of that school, with rituals and skill checks to see if you can accomplish the goal, and have that be separate from the more esoteric and weird magic that gets squished down into class abilities.
Different name? Please? If not I will live but I have never hated a D&D class Name half as much as I hate that one.
I used the 4e name for convenience's sake for a D&D specific subforum. Personally I prefer "Marshal" or "Captain".
Definitely not. This is one thing that turns me off Level Up. Combat Skills, sure. Broader use of maneuvers than 5e, definitely. But bloody well let me play without using maneuvers when I want to.
Let there be classes and subclasses that don’t rely on them.
Now if you want all classes to have tiers spell slots or maneuver dice, fine. Just give basic uses of both that aren’t more complex than “add the die to damage of an attack”, “add the die to your defense”, “add the spell die to your concentration check” etc.
Or, make every martial work like the monk with focus and 2-4 Focus Features for each class, and have optional Techniques you can learn that cost focus.
Yeah, my idea was closer to the monk with around 4-5 different maneuvers over the course of leveling based on which martial tradition you picked, with classes being limited to specific packages except for Fighters who can pick any package.
Plus the ability to retrain packages as a downtime activity. With 10 levels there's just not enough room for the A5e martial traditions.
I’d steal from Daggerheart. Having a track for every piece of equipment sounds tiring and not fun.
On the one hand, sure. On the other: How many crits is a player character going to be taking between long rests? Probably one or two outside of the most unluckiest players out there. (Murph, I'm looking at you.)
Even better: We can -design-.
I’d go further and have HP scale so little that a lucky goblin can wound a high level fighter.
I get that, though it tends to result in knife-edge levels of panic-play which isn't fun for a great number of more casual folks.
A lot of it isn’t to my preference, for sure. Also it’s hard to address since all the meat is in quotes and thus doesn’t get carried over when I quote you…
But I’d definitely be down to playtest such a game and give it a shot.
Cool!
In my game, Crossroads, you level incrementally as you play, gaining Experience and spending it during downtime on Improvements. When you gain Experience you also Mark Advancement, and when you have filled your Advancement widget, you can level next time you Full Rest (basically long rest in a safe place, for a full day or more).
I really like it.
Also you can learn Techniques in play from study, invention, tutelage, etc, and they are designed to give you more options not more direct power. Spells are a type of Technique. (Kinda, it’s more like if Rook’s Abjuration were a technique that grants a choice of a couple Abjuration cantrips, mage armor, and some other juicier Abjuration spells on a theme of being a gish, and the higher level stuff relies on you having the spell slots to use them)
So a lot like Daggerheart's progression system but not the -same-. I can dig it. Probably not what I'd do for a theoretical 6e, to stick with sacred cows like XP and Class Levels, but it is neat.
Hmmm... I wonder if I could break out aspects of levels and do a DDO sort of "Partial Leveling" structure where you have lower XP thresholds to gain specific aspects of your class's next level before you get there...
But then it just feels like you have a level 20 game and half your levels are "Gain HP" or "Proficiency Bonus Increases" or something similar.
to reduce amount of rolling of a crit(yes, that might not be that fun) and what is maxed and what is not, I will tinker with the option that crit is 150% of max die value.
so crit with great axe/sword is 18 damage plus any modifier,
every dice of sneak attack is 9 damage on a crit.
d4 > 6 crit damage
d6 > 9 crit damage
d8 > 12 crit damage
d10 > 15 crit damage
d12 > 18 crit damage
option: rolling a "nat 1" on a saving throw triggers crit damage on any damaging portion of effect.
so rolling "1" vs fireball will damage you for 72 damage.
Honestly, years ago, when I was hanging around with an MMO developer he hit me with a massively important question: Why roll Damage if you're already rolling to Attack?
You're doubling the amount of time waiting for the dice to stop moving. It makes more sense if all weapons deal set damage and you're only rolling to see how well you did on the attack itself. -Or- assume every attack hits and then only roll damage. In either case play is streamlined.
So having weapons do 3-8 damage, plus modifiers, and Sneak Attack or Hex adds +4 damage per die where Smite adds +5 per die makes way more sense. And then crits just become "Double your Damage Value" which you determined in advance through set numbers.
Rapier: 5 damage
Dex: 3 damage
Magic: 1 damage
Sneak Attack: 12 damage
You've already got the 9 in your Rapier slot, just add 12 to it for a total of 21 when you sneak attack. On a crit it's 18 or 42 if it's a Sneak Attack.
MASSIVELY EASIER.
But. Folks -love- rolling a mess of d6s for their Fireballs so...
... huh. That could be an additional line of separation between Martial and Magical characters. And Martial and Magical weaponry if you only rolled any added damage. So a Flametongue longsword would be 5+Str+Magic+2d6 Fire.
... interesting thought, that. Fighty types get to roll lots of d20s. Magic types roll way fewer attacks but roll their damage?