D&D General 6E But A + Thread

I'm also not a fan of tiers; I'd rather the progression from any one level to the next be roughly the same in terms of power-ability-etc. gain when averaged across the classes.

Thats what I'm suggesting, but you still have those points (6, 11, 16) where what you knew/where, changes. This is a staple of fantasy really, and power progression in many genres and types of media.

While yes we can have 5, 10, 20 levels of the 'same thing' but the numbers go up, I think that there is room for something else which tries to cover more of the actual played (D&D) landscape of the modern game.
 

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Or keep all those spells but make them harder and-or riskier to use.

Make AoE require aiming thus making it possible to hit allies. Make casting while within reach of melee functionally impossible. Make casting much easier to interrupt, with interruption risking a wild magic surge. And make casting take time within a round rather than starting and resolving on the same initiative.

Do all that, and the high reward of combat casting is balanced out with some high risk.
Or, you could just make the game fun...
 



Yes, I was honest. You said what I observed was not what I observed
No. You 100% misread my post.
I was describing to you, how I believe, 5e doesn't use movement enough (forced and otherwise) in combat.
I think when a character is making saves for AoE they should be moving.
I think when a creature who is larger in size makes an attack against a character, the character should move (forced or otherwise).
And characters who run out of movement for reaction purposes may be more prone to be hurt.
 

I think when a character is making saves for AoE they should be moving.
Maybe, though there's a case for making a save by ducking behind cover or briefly dropping prone.
I think when a creature who is larger in size makes an attack against a character, the character should move (forced or otherwise).
Again, maybe; it's easy enough in most cases to just assume the moved target immediately moves right back to where it was unless the foe is pressing forward; in which case there's no relative change in positioning anyway. The only time forced movement should be relevant is when a combat is taking place near a major hazard - a lava pool, a clifftop, quicksand, on a small boat, etc. - where unplanned movement could really make a difference.
And characters who run out of movement for reaction purposes may be more prone to be hurt.
How does this work in tight-quarters combat?
 

Or, you could just make the game fun...
I am making it fun, for those not playing casters and-or for those who don't want everything to be predictable.

Fighters are the low-risk energizer bunnies that just keep on truckin'. Mages are the high-risk high-reward artillery. Other classes each fall somewhere between these in terms of risk-reward level.
 

I am making it fun, for those not playing casters and-or for those who don't want everything to be predictable.

Fighters are the low-risk energizer bunnies that just keep on truckin'. Mages are the high-risk high-reward artillery. Other classes each fall somewhere between these in terms of risk-reward level.
Unfortunately, that is not true for a majority of tables.

Tables don't run enough encounters for that and fighters aren't tough enough for it.
DMs don't want to be forced to have 6 encounters and of long rest.
Players don't want to be forced to wait through 30 turns for each ally per long rest.

Now if Fighters had double their HP and got Indomitable at level 4 and Monster damage increased 50%, this might work.

Perhaps instead of Con mod per level to HP, Warriors get Con Score -10 per level to HP.
 


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