"Simpler than other casters" is probably the best we can shoot for here, unless the class is to have no real variety or flexibility in its spells and be a one-trick pony all its life.I dont see how this is easy. Sure simpler than some other casters but its still:
Tracking up to 9 different ressources + needing to know 10-20 spells (+ most likely selecting from a big spell list) is way more complex than the most complex fighter subclass in 5e.
The Manual of Adventurous Resources: Complete for Level Up has an Elementalist class. While it was designed with 5e in mind, it looks simple enough IMO to use for any future 6e.
Just voted for a brand new simple arcane caster.
No. This does not have to be.A streamlined Fighter or Thief/Rogue is always going to be simpler and (mechanically) easier to play than the most basic of casters will ever be
6e IMO will be a mix of whatever worked for 5e, fixes for whatever didn't work for 5e and some new stuff. Hopefully the new stuff will simplify the rest.And I in general hope that 6e will be its own edition, and not another 5e homebrew so that one needs to adapt all classes anyway to the new system.
we had a similar thread not all that long ago and nobody could agree on what was the simplest caster, all the fullcasters ended being suggested, even druid.Kind of depends on how you define 'simple' and for whom... People that have been playing D&D for 30-40 years will find a default Wizard the most simple class to play. I would not count the Sorceror with all the Metamagic stuff and Spellpoints a simple class either in this edition. For a new player... It depends a default Wizard might still be the most simple, although a Warlock might also be a good option.
this is why 4E is mostly hated.No. This does not have to be.
4e simplest caster is as simple as the 4e dumped down martials.
This is just an old relic from times where good gamedesign was not yet invented.
There is no inherent reason why a simple caster needs to be more complex than a martial character.
this is why 4E is mostly hated.
at any given level every class had the same number of at wills, the same number of encounters, the same number of dailies, the same number of utility power.
the same level of boring.
and when you progress in levels, new powers costs you having old powers.
unless you give everyone default multiclass option so that they can pick powers for their level from any class.(not costing you a feat) that makes character creation and play interesting.
Either the sorcerer or a new class - it depends on how many classes the hypothetical 6e has.
Alternately, rebuild all the classes with a simple chassis that you can then optionally add complexity to. Though that would be a fairly radical reworking of the game, I think.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.