D&D General 6E But A + Thread

Another option, which may or may not be available at any given time, might be to jump into an existing mid-to-high level campaign as a replacement for a player who had to bail for whatever reason (rolling up your own character, of course, not taking on the one the previous player left behind).
Sure. I applied for several such games. Never got accepted.
 

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I think that's the fault of Wizards. They absolutely could have provided adventures that start at higher level. Looking at the ocean of content out there, it's weird of Wizards actually and just another black mark on their management of the game.

More on the community who demands cool buttons and features early which makes creating and understanding character sheets passed level 3 too difficult for may players and DM to opt to run and start early.

95% of dungeon crawler RPGs when trying to make a higher power PC you either get

A) A easy to create but boring PC (D&D 0e-2e, Most OSR, Shadowdark)
OR
B) A hard to create but interesting PC which needs a PC builder (D&D 3e-5e, 13A, DH, DS)

And that goes for many nonD&D and nonDungeon crawler RPG, unless the game was designed for it.


Then are few Dungeoncrawler RPGs where the designers both
1) Designed the game to make creating high level PCs easy
and
2) Those high level characters actually feel stronger, better, and interesting mechanically and not rely on mental fluff saying you are better.
 

Fighters should be both Striker AND Defender at the same time.
That would be called a "Bruiser" in MOBA terms. But it's not so much being a Striker AND Defender at the same time, which would be OP, but it is a role in between the two of them. They can deal damage and soak damage, but not as much, respectively, as a "Striker"* or Tank.

* Terms vary: Assassin, Melee/Ranged DPS, Mage, etc.

That said, every power source in D&D 4e kind of had a secondary sort of specialty. So there was often some healing/support involved for all in the Divine power source, including the Strikers, Defenders, etc. Likewise, the Martial power source's secondary thing was typically damage. So while the Fighter was not pumping out the damage of the Rogue and Ranger, they were typically better off damage-wise than other non-Martial Defenders.
 



Most of those spells aren't very good.

I did a can a spellcaster consistently out damage martials. No one came up with a build that could.

Most efficient thing to do is set martials up to do the killing part.
wasn't it determined in that thread that casters could consistently do like 80% of the damage of martials, often even with some extra control effects thrown in as secondary effects and it would be the least efficient use of their resources?
 

I am well convinced that no amount of "guiding" will ever achieve this effect.

The grammar of the English language is simply too strong. First is first is first is first is first is first. You'll simply never convince people to do anything else.

If third level is too high for people to start because first is first is first is first, what hope is there for ever choosing anything else? None. Simply none.

I hate it with a passion. I wish that it weren't this way. I wish there were a better way. If you can, in fact, show me that there is a better way, I would embrace it with open arms.

I've just seen far, far too much evidence firsthand to believe that there is another way.
So we need negative levels?? Commoners can be level -5!
 

wasn't it determined in that thread that casters could consistently do like 80% of the damage of martials, often even with some extra control effects thrown in as secondary effects and it would be the least efficient use of their resources?

Not at 1-10. There were sone pre nerf high level CME white room theory craft builds.

Assuming good builds using great weapons or dual wielding.
 

Normal games, sure. But we're talking about a hypothetical D&D 6e.

My personal preference is for more classes, but lighter in weight. Only a few features (3-5, depending on complexity), all gained by level 5, and with light scaling of those features as levels increase. 1-2 pages in a book at maximum.

Much less metagame customization (no feats or anything like that), and much more diegetic customization. Less MMO, more roguelike.
I am not sure if I would necessary want this for D&D 6e. However, I would like to see a D&D-esque game with this sort of framework in mind.

A part of me would even consider using something like Daggerheart's engine for something like this. I like the use of cards as character load-outs. However, Daggerheart's Tier 1 is only one level. I would make level 10 be its own level, and have an Ultimate ability at level 10.
 

I've spoken at length that rolling stats (eape in AD&D where the ability to raise them was DM fiat and bonuses only came at 15+) only encouraged my long time players to cheat and newer players to get saddled with mediocre at best scores. It's hard to be fair when one player's highest score in a 14 and the player next to him's lowest is 12.
I mewn,chearing is not cool. Never been a problem in my experience.
 

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