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    D&D General D&D weapons vs reality

    One of my gripes with bounded accuracy is that larger weapons should have a bonus to attack rolls and AC. Like +1 for longswords and the like, +2 for great weapons, and +3 for reach weapons. And if bump up shields from +2 to +4 compensate.
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    D&D General 6E But A + Thread

    That's the other reason why I want the 4th book. I want there to be both the option for DMs to hand out pre-made legacy items, roll or create "generic" 3e/4e/PF style items, or hand out items of special materials. So a DM can put either a Flametongue +2 longsword fiery, anarchic longsword...
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    D&D General 6E But A + Thread

    If you cut spells you can fit the illusionist and Necromancer :whistle:
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    D&D General 6E But A + Thread

    You replace them with more important stuff In the PHB More subclasses More subraces More feats More backgrounds More equipment in the DMG Monster creation rules Spells creation and expectations rules Subclass create rules Advice on How to DM for each Class Variant rules Epic play rules
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    D&D General 6E But A + Thread

    The old way does already because it shoves bigger more important content in supplements My way, you get 6-8 subclasses per class, more backgrounds and more feats in the PHB and monster creation rules in the DMG.
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    D&D General 6E But A + Thread

    I still think the PHB has too many spells and the DMG has too many items hogging up pages. Like the PHB wizard spell list should go old school. 8 spells per level except 0th, 1st, 2nd, and 3rd. 1 spell for each school past 3rd. That's it. Everyone else gets only ~5-6 spells per level. Cut it...
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    D&D General 6E But A + Thread

    No. 3 books you all the basics The 4 book is like 4-5 supplements worth of stuff. Shove the Apparatus of Kwalish and all those obscure, legacy, and reading material magic items and spells in its own book so that the PHB can have 6 subclasses per class and the DMG can fit the Monster creation...
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    D&D General 6E But A + Thread

    Okay maybe not traps Players Handbook Species Classes Feats Necessary Core Spells (Fireball, Magic Missile, Read Magic, Hunter's Mark) Dungeon Monsters Guide Traps Planes and Environments Hazards Bastions "Necessary" Core Magic Items (+1 sword, Flame tongue, Dragon Scale Armor) Monster...
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    D&D General 6E But A + Thread

    Nah. Just cut the magic spells and items and traps to its own book. Create space in the PHB and DMG for more stuff.
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    D&D General 6E But A + Thread

    Personally you can't do all three in one book due to how big and diverse the D&D customer base is. That's why I'd make a 4th book and put the majority of magic items and spells in it.
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    D&D General I'm a Fighter, not a Lover: Why the 1e Fighter was so Awesome

    I once wondered a simple Hero class that got to double up on benefits from other ability scores Strength modifier to per level Dexterity modifier to err ummm ... untrained checks Intelligence modifier to AC Constitution modifier to all saving throws Wisdom modifier to damage rolls Charisma...
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    Kinda becoming a fan of Warlock Spellcasting ability score being dependent on the nature on the pact. Bargained Pacts are Charisma. Researched Pacts are Intelligence Forced/Unwilling/Stolen Pacts are Constitution
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    Sure. But they'll be outclassed but a natural smooth talker. A sorcerer, bard, or paladin would have higher Charisma and actual Charisma boosting spells. But the social wizard would not be a slouch if the party lacks a charmer. And they'll have information divination by default.
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    They are! But in my system and head, they have different exploration and combat roles. That's the gimmick. Classes can share 1 role but they will have different roles in other pillars. Bards, Sorcerers, and Paladins would all be smooth talkers. But in a fight or on the map, they fill...
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    One class would have a wide array of divination magic (wizard) One class would have a wide assortment of language magic and naturally speak their patron's tongue (warlock) One class would have Charisma boosting and appearance magic (sorcerer). A wizard wouldn't have the spells to smooth talk...
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    It is less about explicit role and more about balance. I want someone to have the option of a real mechanical or story reason to play a wizard over a warlock or bard in a social heavily, lords and castles, intrigue game.
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    No. Not unless your subclass branches you out to it. And you still would be a blaster/controller, athlete charmer.
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    I would. The point is every class would have a role in combat, exploration, and social interaction. There wouldn't be super experts in one pillar like Bard not classes inept in one pillar like Barbarian.
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    Nope Like this ClassCategoryPrimary CombatSecondary CombatExploration Social SorcererMageBlasterControllerAthleteCharmer WarlockMageSniperControllerRitualistLinguist WizardMageControllerBlasterRitualistSage
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    D&D 5E (2024) What’s the difference between sorcerers, warlocks, and wizards?

    Not class fantasies. Roles I want every class that are the same category of class to provide a different role in combat. And have a different role in exploration. And have a different role in Social interaction. Some fans want this. Some fans don't. You cannot design a game for both unless...
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