D&D 5E (2024) How I would do 6E.

I'm in favour of keeping bounded accuracy, however I don't like how ability score and proficiency are usually a 50/50 split +/- 1 either way. Proficiency should matter more then ability score.

In terms of complexity, I lean towards towards the complexity should come from deciding what the best thing to do in this situation is, but resolving those decisions should be quick and simple, roll a d20 add a number that's written on your character sheet and compare against a DC that can be easily/quickly set by the DM (If not already provided). Don't go back to a million circumstantial bonuses/penalties, don't go back to searching through tables to find the "right" DC, etc...
 

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Question 1. Complexity level.
This is self explanatory. B/X is a 1 or 2, 3.5 and 4E are an 8 or 9. Clearly explain the difference and pros and cons of both
Really the number two thing I would do. If I were to make 6e was to have every class, monster, and trap be designed around a complexity level and clearly state what complexity level they are.

Like barbarians and ogres would be low complexity as very simple bags of really high stats.

Whereas wizards and liches would be on the opposite end as high complexity with low base stats but a ton of fiddly bits (spells).
 


My own preference would be to get rid of the damage roll, keep the to hit roll, and have a base damage modified by degree of success hitting.
this.
make every damage fixed with degree of attack beating AC increasing damage.

beat AC by 5, +50% damage
beat AC by 10, +100% damage
beat AC by 15, +150% damage
beat AC by 20, +200% damage
miss AC by 5 or less, graze, deal only 50% base damage, no adding damage from on-hit effect
(graze weapon mastery, miss AC by 10 or less for 50% base damage)
option: nat 20 adds +50% damage no matter the AC. Still can be counted as "miss" if AC is too high for triggering on-hit effects.

unarmed: 0 base damage
dagger:2 base damage
shortsword: 3 base damage
rapier: 4 base damage
longsword: 5 base damage
greatsword: 8 base damage
longbow: 5 base damage
add others how you like

sneak attack: +2 damage per rogue level
smite: +10 damage 1st level spell, +5 damage per spell level above 1st level.
Hunter's mark: +1 damage per ranger level


spell are all attacks, no saves
fireball: 30 damage, +10 per spell level above 3rd, grazes no matter how low attack roll is.
Cure wounds: heal 15 HP, +10 HP per spell level above 1st. No attack roll
magic missile: 2× missiles for 10 damage, +1 missile per level. always grazes on a miss.
scorching ray: 2x rays for 15 damage, +1 ray per level above 2nd level

cantrips deal 5 base damage plus X damage per level, X determined by rider effects.
3X would be max for melee touch cantrips without any rider effect.
1X would for ranged, small AoE cantrip with some rider effect.

defenses:
AC: 10+dex+armor(with dex cap)
FORT: 10+str+con
REF: 10+dex+int
WILL: 10+wis+cha
all 4 would get class bonus of +0, +1 or +2.
either: +2,+2,+0,+0, or +2,+1,+1,+0 or +1,+1,+1,+1.
 

If I was actually doing a new edition my first preference would be to completely get rid of non-casters. Every class should have spells as part of the basic class design instead of having to scrounge through feats, subclasses and races or worse making some silly rules so non-casters can be more effective in play without spells.
I wouldn't make every class a spell caster, but every character would get level based slots as a fungible resource that can be used for things other than spells.
 

If I was actually doing a new edition my first preference would be to completely get rid of non-casters. Every class should have spells as part of the basic class design instead of having to scrounge through feats, subclasses and races or worse making some silly rules so non-casters can be more effective in play without spells.
I’d make every class a half-caster, but not use the budget for just spells so fighters can use it for ‘generic abilities’, including somewhat supernatural ones. I don’t want everything that isn’t a sword swing to narratively be a spell
 

I wouldn't make every class a spell caster, but every character would get level based slots as a fungible resource that can be used for things other than spells.
everyone gets mana/stamina/ki/faith/whatever points in some amount per level.

with every ability learned, magical or martial or skilled, gets atleast increase in "mana" pool for one basic use of that ability.

IE: you have mana pool of 9, you learn fireball and gain +5 mana(current SP cost of fireball). For a total of 14 pts of mana.
every battlemaster maneuver might be only 1 mana. As would most metamagic options.

everyone can "burn" HDs/healing surges/HPs to gain additional mana.
"blood mages" can "burn" those at better rate.
 

My personal preference would be for a 6 in complexity. I think 5 would be best, but aim for a 6 during design, and it ends up at 5 once things get trimmed for the final product.

Make the "bounded accuracy" range smaller instead of bigger.

Expand the game to 30 levels.

Add back in the narrative elements that 2014 backgrounds had. I like that 2024 used backgrounds as a way to give me more feats because 5th edition does not give me enough choice points, but backgrounds were not the right place to address that issue.
5E would be a 5 or 6 on this scale;).
 

this.
make every damage fixed with degree of attack beating AC increasing damage.

beat AC by 5, +50% damage
beat AC by 10, +100% damage
beat AC by 15, +150% damage
beat AC by 20, +200% damage
miss AC by 5 or less, graze, deal only 50% base damage, no adding damage from on-hit effect
(graze weapon mastery, miss AC by 10 or less for 50% base damage)
option: nat 20 adds +50% damage no matter the AC. Still can be counted as "miss" if AC is too high for triggering on-hit effects.

unarmed: 0 base damage
dagger:2 base damage
shortsword: 3 base damage
rapier: 4 base damage
longsword: 5 base damage
greatsword: 8 base damage
longbow: 5 base damage
add others how you like

sneak attack: +2 damage per rogue level
smite: +10 damage 1st level spell, +5 damage per spell level above 1st level.
Hunter's mark: +1 damage per ranger level


spell are all attacks, no saves
fireball: 30 damage, +10 per spell level above 3rd, grazes no matter how low attack roll is.
Cure wounds: heal 15 HP, +10 HP per spell level above 1st. No attack roll
magic missile: 2× missiles for 10 damage, +1 missile per level. always grazes on a miss.
scorching ray: 2x rays for 15 damage, +1 ray per level above 2nd level

cantrips deal 5 base damage plus X damage per level, X determined by rider effects.
3X would be max for melee touch cantrips without any rider effect.
1X would for ranged, small AoE cantrip with some rider effect.

defenses:
AC: 10+dex+armor(with dex cap)
FORT: 10+str+con
REF: 10+dex+int
WILL: 10+wis+cha
all 4 would get class bonus of +0, +1 or +2.
either: +2,+2,+0,+0, or +2,+1,+1,+0 or +1,+1,+1,+1.

I would add extra dice of damage vs a % boost.

Pubbies hate math basically.
 

this.
make every damage fixed with degree of attack beating AC increasing damage.

beat AC by 5, +50% damage
beat AC by 10, +100% damage
beat AC by 15, +150% damage
beat AC by 20, +200% damage
miss AC by 5 or less, graze, deal only 50% base damage, no adding damage from on-hit effect
(graze weapon mastery, miss AC by 10 or less for 50% base damage)
option: nat 20 adds +50% damage no matter the AC. Still can be counted as "miss" if AC is too high for triggering on-hit effects.

unarmed: 0 base damage
dagger:2 base damage
shortsword: 3 base damage
rapier: 4 base damage
longsword: 5 base damage
greatsword: 8 base damage
longbow: 5 base damage
add others how you like

sneak attack: +2 damage per rogue level
smite: +10 damage 1st level spell, +5 damage per spell level above 1st level.
Hunter's mark: +1 damage per ranger level


spell are all attacks, no saves
fireball: 30 damage, +10 per spell level above 3rd, grazes no matter how low attack roll is.
Cure wounds: heal 15 HP, +10 HP per spell level above 1st. No attack roll
magic missile: 2× missiles for 10 damage, +1 missile per level. always grazes on a miss.
scorching ray: 2x rays for 15 damage, +1 ray per level above 2nd level

cantrips deal 5 base damage plus X damage per level, X determined by rider effects.
3X would be max for melee touch cantrips without any rider effect.
1X would for ranged, small AoE cantrip with some rider effect.

defenses:
AC: 10+dex+armor(with dex cap)
FORT: 10+str+con
REF: 10+dex+int
WILL: 10+wis+cha
all 4 would get class bonus of +0, +1 or +2.
either: +2,+2,+0,+0, or +2,+1,+1,+0 or +1,+1,+1,+1.
Not enough click click rocks.

Not enough profit
 

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