D&D General 6E But A + Thread

Except there isn't any real attrition of either spell slots or hit points: you get them all back every morning.

Water, food, arrows, etc. don't automatically replenish every morning; you have to track and manage their use over the longer term unless you can resupply in the field somehow.
Right, exactly, the unit of time for 5E is the Adventure Day: the key is to prevent a Long Rest for an extended period of time and present challenges that use those daily resources, attritioning them over time. This is not terribly difficult, and 5E works well when pushed that way. But it also works fine if the players aren't pushed and just want to have fun.

I don't see D&D ever beong able to move away from aome form of that sort of attrition based gameplay on the systematic level and still be "Dungeons & Dragons".
 

log in or register to remove this ad

Right, exactly, the unit of time for 5E is the Adventure Day: the key is to prevent a Long Rest for an extended period of time and present challenges that use those daily resources, attritioning them over time. This is not terribly difficult, and 5E works well when pushed that way. But it also works fine if the players aren't pushed and just want to have fun.

I don't see D&D ever beong able to move away from aome form of that sort of attrition based gameplay on the systematic level and still be "Dungeons & Dragons".
I guess that depends on what one thinks it means to "be Dungeons and Dragons."
 


True, but attrition of players character resources certainly seems to be one of those things in general.
True, but I also can't think of a game where it doesn't come into play. At the very least, most games have health, stress, or other "damage tracks." Lots of games that don't have traditional D&D style "uses" on things still have pools of play currency.
 

Remove ability modifiers. Make use of the scores. Or if that's not workable remove the scores and just use modifiers.

Combine to-hit and damage into a single roll. Like 1d20+weapon - AC. Or maybe weapon damage with armor as THP. Or plenty of other options.

Make casters cast spells different (i.e. Wizard is old school Vancian, Sorcerer is spell points, warlock get a pact slot when something dies). Making martials attacks more different would be good too.

Remove a lot of utility spells (speak with dead, sending, teleport, create food and water) and make them DM dependant somehow. You can have an entire campaign bypassed by a lot of those. Perhaps make them magic items so a group of fighters can get to the city of brass.

Everyone should improve all their saves. Level 20 Barbarian should not has the same Wisdom save as a level 1. The worst roll should be 5 and the best 15 vs a d20.

Some kind of run away /escape mechanic. There should be a bigger gap between losing and dying.

All Short Rests stuff should be changed to "you can take an action to recharge this feature", including "you can take an action to spend hit dice" (fighter can do it as a bonus action). That would allows for a mix of longer and shorter battles.

Monster should play with damage types more, but not be 2x. Say... ~25% less/more damage if you get it wrong/right. Enough to feel good about it, but not enough to completely swing the the battle if your wrong.
 


Remove a lot of utility spells (speak with dead, sending, teleport, create food and water) and make them DM dependant somehow. You can have an entire campaign bypassed by a lot of those. Perhaps make them magic items so a group of fighters can get to the city of brass.
This is a bit of a tangent but:

Those spells absolutely have a place in the high fantasy that is D&D. The solution is not to eliminate them, but for GMs to know that the party has access to them and actively incorporate them into play. The speak with dead scene in D&D:HAT is a perfect example of how to make that work.
 

Remove a lot of utility spells (speak with dead, sending, teleport, create food and water) and make them DM dependant somehow. You can have an entire campaign bypassed by a lot of those. Perhaps make them magic items so a group of fighters can get to the city of brass.
I agree. What I would do is make every spell an attack sometimes with additional modifier or rider abilities. A few abilities (like healing or short range teleports) would not be attack based. Then all utility magic would be handled with rituals that have a hefty GP cost to use and...

I just invented 4th edition, didn't I ...
 

I just invented 4th edition, didn't I ...
Ill Allow It GIF
 

This is pretty hard.......because I don't think DnD will change as much as I want it to.......

A5e and ToV and Nimble do a lot of what I'd want! I'm conflicted if I want MORE random things to happen (ala 13th Age) or less? I think more? I'm not sure?

Ability scores should go, and only use modifiers (or, I guess those are the new scores, but you know what I mean). The raw numbers add nothing to play, IMO.

As much as we can move toward 4e and 13th Age, but simple like Nimble, that's my ideal at this point.

I want something interesting and useful at every level, otherwise why call it a level at all? This is huge for me, empty levels are not fun/interesting at all to me.

I want it to be easy for the GM to run, and also fun and challenging at the same time! Like, I hate monsters that just do nothing much other than be a bad of HPs (I get I can do stuff, but put kewl stuff in the rules).
 

Remove ads

Top