D&D General 6E But A + Thread

Another thought: how should a theoretical 6E treat loot and treasure rewards? What place do piles of silver and/or magic items have in D&D going forward. Should the game be aiming for Diablo style loot drops? Or should it be minimized or excised entirely?
Pile it high and watch it die.

Give out lots of treasure and magic items, then give us things to spend it on. A magic item economy somewhere between 5e's complete lack there of and 3e's magic marts. Downtime activities. Stronghold or base building. Etc.

And make items fragile again such that they risk breaking when exposed to AoE damage or other hazards.
 

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I know, but strong is a relative term, I don’t think it could maintain 5e’s level of success for anywhere as long, and WotC won’t be satisfied with CoC’s level of success

Guess we will see, I am hopeful they will not just keep tinkering around the edges for another 20 years ;)
This is the same company that publishes Monopoly, Risk, and Clue. Evergreen is extremely viable in the tabletop gaming industry.
 

Look at the adventures published for 5E. THOSE are the stories they are trying to tell. D&D is not reaching for other fantasy anymore (if it ever did) -- it is its own genre and has been for decades.

I agree that D&D has grown into it's own genre.

I think D&D (the game) should be able to do D&D (the genre) well. I'm not convinced that it currently does.

Many of the adventures published were written during a time when the game was different.

Admittedly, I'm not familiar with any of the adventures that have been written for D&D 2024.
 

This is the same company that publishes Monopoly, Risk, and Clue. Evergreen is extremely viable in the tabletop gaming industry.
Hasbro is, WotC is not, and if it weren’t for WotC, Hasbro would be in deep financial trouble by now, so whatever Hasbro is doing is not working so great
 

Replace them with a Warrior class that can be armoured or unarmoured and armed or unarmed (primarily via subclasses), and uses Focus or a similar resource to perform extraordinary feats (small f).
IMO it would be nice to do away with subclasses; they just serve to exacerbate the whole character-build side of things (as opposed to character play) that I'd really like to see curtailed.

You have your class. That class comes with baked-in abilities acquired either at start or as you level up. Stop there. Nice and simple; drop the puck and let's play.

If you want to play two classes, play two characters.
 


Agreed but that's one of the toughest things to do for me. Big treasure games often lead to 5th-7th level players building keeps or paying ransoms, curing a curse or disease, funding a new magic school. I just run out of ideas.
If the players are doing all that stuff you don't need any ideas. Just let them spend their coin on their own ideas. :)
 


I mean, he factually is not. Not even "roughly".

That's the issue. He's not even close.

He's not in the same ballpark. Your son I'm sure is a cool guy, but can he put on an entire suit of full plate in 5 minutes flat and move in it perfectly? Does he know how to competently and effectively wield every single medieval weapon, and going forwards, is only going to get better with them? It's not just the +2 to hit or w/e, he also needs to know how to load, fire, manuever whilst carrying and so on.
It doesn't seem like you read my post (or you wouldn't make the above arguments) and this is not an interesting or important line of discussion to me so I will drop it.
 


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