D&D General 6E But A + Thread

Here are my main D&D house rules and how I play hybridized 5E now. I'm always trying to prioritize speed and simplicity at the table. I want to easily be able to memorize each player's character sheet so that I don't have to ask them to read how a skill of theirs is supposed to work from page 3 of their character sheet.... I cannot stand having to stop the game to look something up in a rulebook. I guess I'd want something similar to this from 6E.

1. Use 5E's fixed racial ability score bonuses (sorry, gnomes are just more likely to be better at magic than orcs and goblins).

2. To determine ability scores, roll 3d6 six times and choose where to apply them.

3. No skills or feats (not worth the trouble; already what class and ability scores were used for < 3E).

4. Critical hit and x2 damage on nat 20.

5. Fumble and miss on a nat 1.

6. When rolling for damage, for each max die rolled (i.e. 6 on a d6, 8 on a d8), roll another die and add to the total.

7. Unlimited cantrips for spellcasters who have them.

Main hope for 6E would be to prioritize quick gameplay whatever that means. To me every time I have to look something up in a rulebook, it hurts the whole experience at the table.
 

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Please, no. We need less numbers being added to the rolls, not more.

"Which of these numbers do I add to this roll" is new people's number one complaint about D&D, IMX.
This is, I think, because people are lazy and bad and can't be bothered to put 3 minutes work in to understanding the rules or their character while simultaneously expecting the GM to slave over every detail for hours in order to ensure the pinnacle Mercerian experience.
 



Yes

Numbers and rider effects.

Going from

+2 to hit. 1d6+2 damage

to

+8 to hit, 3d6+4 damage + Prone or 4d8+4 damage

It's just numbers.
Unlike most board games or Magic, you can't strip out the context of various editions of D&D (or other RPGs) and get to a core mathematical experience. That is because RPGs transcend the math they are based on (when they can be said to be "based" on any math at all; charitably, RPG design is more art than science). And it isn't just veneers of genre or tropes; it is procedures of play and how specific non-mathematical elements interact with the whole that define what the actual gameplay of any given edition or RPG is.

"It's just numbers" is about the saddest description of an RPG I have ever heard.
 

Unlike most board games or Magic, you can't strip out the context of various editions of D&D (or other RPGs) and get to a core mathematical experience. That is because RPGs transcend the math they are based on (when they can be said to be "based" on any math at all; charitably, RPG design is more art than science). And it isn't just veneers of genre or tropes; it is procedures of play and how specific non-mathematical elements interact with the whole that define what the actual gameplay of any given edition or RPG is.

"It's just numbers" is about the saddest description of an RPG I have ever heard.
That is some next-level RPG gaslighting right there.

Well Done Clapping GIF by MOODMAN
 


Yeah and worth noting this sort of thing would probably be an actual limited ability, not just at will distance chops unless that was the entire "deal" your subclass has. Like, maybe you can do it Proficiency bonus times per rest when you make an attack.
This would work.

Oh yeah speaking of which:

If 6E doesn't stop HP increasing linearly with level, it should straight-up steal Daggerheart's concept of Proficiency (but rename it). In Daggerheart what it does is multiply your weapon dice, i.e. if you normally do 1d12 damage, if your proficiency is 3, you'd do 3d12 damage. And don't let anyone do more than 2-3 attacks come on. Just give them special abilities to hit multiple targets or hit extra hard or the like.
I still haven't had the opportunity to play Daggerheart, but I really, really want to. And I really like the way they scale weapon damage. It's a good way to represent higher-level characters without too much extra math involved or the need for increasingly powerful magic weapons.
 

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