mamba
Legend
Been thinking about this for a while, I have conflicting goals / visions, so I needed to sort them out and go with the ones that better fit D&D. As it turns out, the most important ones are basically what Shadow of the Weird Wizard has done, which confirms to me why I prefer it over 5e.
Pretty much all of this is in SotWW. The synchronized subclasses / skill-chains are implemented via the three tiers of classes you get throughout the game.
All of the above can imo be implemented without overly breaking compatibility with 5e, the below will break that for good however.
- Get rid of multi-classing and instead have 'broader' classes
- Only have the four core classes, Fighter, Cleric, Mage, Thief, expand them via a wide selection of skills / skill-chains or subclasses (in the latter case, synchronize their progression and put more of the power-budget into the subclasses)
- Focus on levels 1-12, I am absolutely fine with dropping anything higher than that
- Weed out the spells, at least 50% can go, group the rest thematically and give them to different casters
Pretty much all of this is in SotWW. The synchronized subclasses / skill-chains are implemented via the three tiers of classes you get throughout the game.
All of the above can imo be implemented without overly breaking compatibility with 5e, the below will break that for good however.
- Combine roll to attack and damage roll into one roll with automatic hit and tiered effects. Do this for melee and casters / spells
- All rolls are player-facing, that is they roll to attack and roll to defend, the DM does not roll and can focus on the narrative
- Have Luck and Doom points (like ToV) as metacurrencies for the players and DM
- Come up with a better action economy than main action, bonus action and reaction
- Either make rests harder to get, like a long rest is a full week in a safe location (Rivendell, not a tent in the woods..) or move to a per-encounter power model, the current attrition model is severely hampered by the rest of the game
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