D&D 5E (2024) How I would do 6E.

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.
And I'm thinking the opposite with 75% less magic classes and spells. This is why the designers should not take polls that rigidly.

I would bring back attacking the saves like Reflex and Fortitude instead of having the DM roll saves. Players like to roll dice.

I would chop feats and junk combos that let a fighter deal 50 damage at 2nd level.

I like capping HP at a certain level or stop rolling and just have CON. I like 10 level instead of 20 or something like Adventure League where each adventure goes up a level and you have 30.
 

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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.
It wouldn't really be D&D at that point though. You just described Pathfinder 2E!
 

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.
I wouldn't do that..

To be the best way is to have a couple resources classes that are very simple. For beginners or people who do not want to put that much mental load on themselves..

Then, you have a bunch of spellcasters, for people who the love spells and all kinds of crazy things that you could do with spells. For the resource management big effect folk.

And you could have a whole bunch of classes in the middle, You have some half casters. You have some stamina users. You some willpower users. You have some item charge user.

On the far far end, you have some class that is just resources galore. Points and slots and charges and a gauge and all kinds of different things.
 


I'd identify CORE do not touch features first. IMO, it's the six primary ability scores ranging 3d6, the four core class types (fighter, divine, arcane, rogue), and hit points. Everything else I'm open for a redesign, though there's a question whether I'd be coming up with something new or simply hacking ideas off other games.

Ability Scores, %. Original AD&D had Strength with a d100 % after it to indicate where on the spectrum of super-strong you fell. Hackmaster 5E expanded on this. Not sure what you could do with this, maybe tie it to skill use, but we're talking 6E. To honestly be a new edition, it can't simply be a refinement of 5E / 2024.

Attacks / Combats. Could decouple attack rolls from a base score (e.g. melee = strength) and make it a combination of two ability scores. Even so, I'm still a big fan of some style of "bounded accuracy" to keep attacks and defenses in line (so that a horde of low level critters can still provide a threat).

This now dips into the "I'm doing nothing" while waiting for the rest of the team and all the DM's monsters to go. I think it's a terrible flaw in the game. I like Hackmaster's (and I'm sure some other systems too) "opposed defense rolls." You do away with Armor Class causing misses. Rather, if a hit does get through your opposed defensive roll, your Armor may mitigate depending on the type of damage. Players are rolling a lot more dice now. Same with certain magical spells.

If you want to go a little crazier, introduce a new mechanic: a minor player intervention when it's not their turn (not terribly dissimilar to Legendary boss actions). This might be the ability to reserve and use movement later, give up 10' of movement to give a bonus to your next arrow attack, sack a resting Hit Die to boost a roll, something simple but that keeps players focused when it's not their turn.

Advancement / Get rid of HP bloat. I'd keep it at 20th level, that's pretty D&D iconic, but I'd terrifically slow down the increments per level gain. I'd consider having higher HP at 1st level (e.g. Fantasy Age, Hackmaster) and dramatically little boosts after. This is mean to serve what I believe is a popular demand: "I don't want my hero to get one-shotted" though some risk should exist such as the critical hit or even by adding "exploding dice."

In all events, HP bloat is a terrible way to resolve higher levels. You want to keep it potentially lethal but give player characters more options and features to mitigate and avoid those lethal strikes. Same for monsters. An elite one might have some feature like "if able to see the attack source, avoid any one instance of damage requiring an attack roll," usable 1/round. But simply advancing the HP is boring.

Classes. Keep the core, consider what makes each class special. Each class should do something that no one else can. Otherwise, just move to a "build a bear" system wherein you can use advancement points each level to add proficiency in Armor, lock picking, and 1st level spells if you want (not where I'd want D&D to go).

Saving Throws / Spells. Redesign for opposed rolls and no save spells. Allow many spells to be boosted once perhaps by spending a resting Hit Die.

Also, there's a lot of spells that quite frankly I don't think anyone ever will use. Redo the list, and make sure it's balanced (e.g. that if we're sticking with the 8 schools of magic, necromancy is represented just as well as evocation). Don't clone spells (here's a 1st level necro damage spell and a 1st level evocation spell that do the same thing). Really make each spell special.

Quadrants of Play. Tier 1, 2, 3, and 4. On a battlefield with no features, by the law of averages, 4 tier 1 foes should be a hard battle for 4 1st to 2nd level characters and medium for 3rd-4th level characters. And so on. Monsters might be described as "Tier One plus" such as a spider with poison that has a greater potential to cause a death than a hunting dog. While no system will ever perfectly make matched combats using math, new DMs could use some guidance when first making their foray. Also, the quadrant matches advancement, and by mitigating extreme power gains between levels, quadrants stay manageable.

Something New. Maybe an action between your turns, or a "doom" tracker (karma, the more the players hit during the session or accomplish a particular type of hit, the more this goes up until a monster can do something extra or awesome). The inverse could apply: the more the party fouls up during risky situations, the more this goes up until the players get a bonus. Whatever it might be, if you want 6E rather than 5.75, you need dynamically new stuff.
 


I'd get rid of general hard counters. Allow immunity to slashing damage but no to all non magical physical damage. Antimagic fields or dead magic zones should make casting difficult (exhaustion?) nor impossible. It's ok to make gaining advantage more difficult but it shouldn't be unfeasible to rogues (ask for a high DC skill check while consuming its bonus action?). Basically, don't let a player feeling useless.
 


I woukd use the 5E engine. Perhaps with a stretched bounded accuracy going to +6 to +11. Why reinvent the wheel? Everything else would be up for consideration.

Basically I woukdld survey for certain things. Hard decisions need to be made and some have to be done early. Eg game engine and complexity level.
I worked on my own edition of D&D during the D&D Next Playtest. I didn't have enough faith that they'd make a worthwhile game, and really liked some things from the playtest. I think the primary thing I would do is move back towards "Swingy" combat, rather than "slog" combat (where there's massive HP bloat).

Another big thing I want to see change is using BECMI's ability score modifiers, rather than the +/-1 per 2 ability modifier introducted in 3E. Probably means getting rid of ASI, but you can add direct modifiers without modifying the ability score itself. For example, something that normally gave +1 to strength might give +1 to strength checks and saving throws, but not attacks or DCs. Obviously there's a lot of detail to work out for this.

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.
I'd probably like a 6 or 7. I like the fact that 5E doesn't try to have a rule for everything, allowing the DM to make rulings as needed. 3E tried to codify everything, and it made the game crawl when the DM had to look up a rule.

Question 2. Should D&D be a 10 level game (at launch). Magic would top out at 5th level spells. CR 20 would be the new toughest monsters. Otherwise 20 levels.
Uncapped levels, with limited benefits beyond 10th, similar to AD&D.

3. Archetypes. Should they stay or go? Partly related to 1.
Archetypes are always going to exist, but I'm assuming you're referring to subclasses from 5E. I think they're a great addition, allowing two characters of the same class without having lots of overlap.

4. Some spell effects would be revised or go away. Simulacrum and wish get revised. True polymorphism, shadechange go away.
Spells are going to be revised in a new edition, regardless. Very few spells need to go away, but many need adjustment.

5. Hit point and damage totals. Point out that 5.5 characters might deal lots of damage but monsters have bloated HP.
HP bloat has been a problem since 3E, and has just gotten worse with every edition. Having Con add HP using the +/-1 per 2 ability scores was a terrible idea. 4E was better since it capped the benefit to once, rather than every level, but it still massively bloated HP.

6. Poll for nasty effects using energy drain as an example. I wouldnt bring back old school energy drain but using exhaustion levels instead could be used.
I personally love negative effects, even ones that are "unfun" like paralyze. However, I agree that most negative effects should have limited impact on the duration of the character, and should have ways to be negated. Old school energy drain worked for a time when you had different level characters in a group by default, but losing levels in a game like 3E became a death spiral (lower level characters would just die more often, causing more level loss). I think petrification and death are the only two "permanent" effects I'm a fan of, and both of which can be negated with powerful magic.

7. Saving throw revision. Poll on if players like the current set up or want better scaling saves. Also point out monsters get them as well. Use pre 3E and 4E as examples. 3E and 5E are the odd ones out here.
It really depends on what kind of game you want. I'm personally okay with 5E's bounded accuracy making saving throws largely passable by everyone. The only change I'd consider is allowing half proficiency for "untrained" saves. Well, and completely rewrite the common usage so that every ability score was useful for a saving throw. This would make having a low ability score a significant penalty for about 1/6th the saves.

8. Potential overhaul of defenses vs magic. Expanded use of greater magic resistance and landing severe debuffs might require debuffing opponents first.
I'm personally a fan of the old percentage magic resistance, where some creatures were potentially immune to spells (making martials matter a lot more). Personally, I'd like a "shake it off" ability that allows a Legendary creature to spend some number of legendary actions to remove debuffs, but it can't happen at the end of the turn it's created (allowing at least 1 turn where the debuff is in effect).

9. Overhall damage dealing spells. Potentially go back to 3.5 suto scaling damage dealing spells. Or upcasting +2d6 vs 1d6 damage. This will overlap with 5. If players vote for less hp spell damage may be reduced as well. Basically look at buffing damage and nerfing save or sucks with 8 and 9.
I think the concept of spell damage needs a massive overhaul, but not for the same reason. First, I think that scaling cantrips need to go away. Using a spell slot should be a limited resource that does impressive damage. If you reduce HP bloat, then you don't need to upgrade the damage dealt. If you don't really reduce the bloat, then yeah spells need to add multiple dice for upcasting. Dice based on caster level just leads to the linear fighter/quadratic wizard problem.

10. Be clear designers can veto a survey. But mostly if its an impossible or contradictory results.
This already happens. They changed Stealth to become Invisibility during the One D&D Playtest without any input from the players. They do the survey to get an overall feel of how people think about things, but sometimes they've already made up their minds.
 

I don’t want them to start by redesigning the mechanics; I want them to start by examining, consolidating, and revising tropes. Have the game engine and rules transmit a coherent picture of what the game is supposed to be like. Then make the mechanics flexible enough for 3rd parties and homebrewers to tweak as needed.

The game needs to decide what it is and pick a lane. It is a tactical game? A strategy game? A game of character creation and trying out concepts? A game focused on dramatic moments and thespianism?

Once that path is decided, start examine the key concepts and shaping them to support that path. If the game is tactical, you build mechanics into the class system to support that. If it’s more dramatic or character building focused, lean harder into the conceptual imagery of the classes through abilities that demonstrate their core competencies.

Then fill your books with sidebars explaining why you made the decisions you made, and how the players could change them.
 

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