D&D General 6E But A + Thread


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I find this to be not positive while also being not true.

I and everyone who participated in the playtest ran 2024 D&D rules with 2014 adventures and campaigns. Insisting that such a reality didn't occur is bizarre.

And I could run any OSR adventure with Shadowdark. Hell, I could run any 2014 5e adventure with Shadowdark.

lol and you literally cut the rest of that sentence to fail to make a point.
 


I do like the suggestion upthread that the number of classes should be reduced and they could use "talent trees" rather than subclasses to allow folks to build the character they want. If you did it right, you could eliminate the need for multi-classing-- maybe by allowing a feat that gives you access to another classes talent tree?
 
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I want them to have a stripped down core rulebook that includes everything necessary to run a basic game in a 128-160 page book. This would be PHB, DMG, and MM info in one tight core. See Dragonbane for a good modern example. Other examples would be the old MERP rulebook or Moldvay/Cook BX combined into a single volume. You can then add a PHB Expanded, MM expanded, etc.
 


A separate PHB for each tier. Probably a separate MM too. Really focus on what makes each tier distinct, so players feel like they've achieved something when they graduate to the next one. 'We're not in Kansas anymore'. Hardscrabble beancounting and low HP tension to local heroes with increased experience and confidence to famous heroes to gods. Each book should show you how to start characters at that tier (including generating a history and relevant scars/magic items) so you can pick and choose which flavour of D&D you want. Make a separate setting book that loosely corresponds to a particular tier, so low level desperation has a pre-built playground and epic-level planeswalking has a pre-built playground.
 

there's already been some suggestions i agree with, throwing in my own few cents

-species to have their mechanical identities strengthened.
-class versatile subclasses (i don't mean prestige classes but i do want those too).
-some sort of martial system to rival the effectiveness of spells.
-this is more of a personal wonk but i'd like it to try removing multiclassing, but with more ways to customize through feats and similar.
-emphasize the different gameplay pillars again and let classes have specific niches within them, not every class needs to be fully combat capable.
-try AEDU again.
-more in-depth weapon/armour systems (more types, materials with different properties, ect)
 

My ideal 6E would take the chassis of 5E and integrate a lot more of 4E's positive traits into it, as well as some aspects of TOTV/A5E like making ancestry and culture-based traits separate choices. I'd want classes to get more interesting choices at each level, monsters to be designed with role and function in combat spelled out, etc.

Draw Steel does some of what I'd like, but it also narrows the focus to heroic action. I'd want a system that could still easily support attrition dungeon crawls and other classic D&D scenarios.
 

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