D&D General 6E But A + Thread

You aren't really making your case here. Like...you're now telling me "oh, it could happen in a flash, but it's much more likely to take even longer than you're describing." That's not better for your argument. It's worse. It's literally conceding that your allegedly reasonable position has a very high likelihood of being even worse than I described!
In the session just finished an hour ago, the party got back to a town we haven't visited in several in-game months; those in-game months took probably two real-world years to play through (this game sails every second week; I'm a player).

Last time here, the party's lead character commissioned a magic item. This time through, she asked if it was done yet and was told it'll still be another three weeks or so; so we headed to a nearby resort founded by two PCs about 40 real-world years ago (and one of those PCs is in our party right now!), where my guess is we'll stay for some downtime until the item's done.
Okay. You need to know that people will respond not just negatively, but very negatively, to a design predicated on this happening frequently. People will simply choose not to play D&D, rather than put up with something like this. It's a non-starter from the jump.
1983-era 1e would beg to differ. That was the design, and the game did pretty well.
All I can say is, I don't think that would fly either. As noted, I've never once had a GM I would consider notably generous with magic items, whereas those who were extremely stingy with them have been commonplace--and that is reflected in, prior to this thread, essentially every self-report I've ever heard from anyone else.
Well, you ain't ever played in my game, have you. :)

I tend to do it the 1e way when it comes to treasure; and if you check the 1e and 1e-adjacent modules from that era you'll see many of them are pretty rich in both coins and magic, sometimes to the point where the PCs' biggest challenge is how to carry it all out.

I also, however, do it the 1e way when it comes to AoE item destruction; never mind the occasional Rust Monster or Disenchanter wandering by for a chat. Even getting it with Dispel Magic has a low but not-zero chance of knocking out your items either temporarily or permanently.
So you'd be actively trying to change both player psychology AND that of GMs, at the same time. Even doing one of those things would be a profoundly difficult thing to achieve. Doing both? You're going to be having GMs actively fighting you the whole way even if you do in fact make the rules do this. Because those GMs will simply ignore the item generosity, but include the item destruction. So it becomes "extremely rarely find, extremely frequently lose", rather than easy-come, easy-go. Players will hate that, and GMs won't see any motivation to change--you'll have made the situation the worst of both worlds.
WotC have succeeded in changing those psychologies to what they are, I'm merely trying to change them back to what they once were.
 

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I'm not talking about the game he runs--nor is he, other than as a jumping-off point.

He's talking about what 6e should be for absolutely everyone.

He wants these principles to be enforced, unless the group invents their own thing separate from it.

It couldn't possibly work as the basis upon which 6th edition is built. That's...literally the topic of the thread.
Which means we disagree, as I think it could work as the basis* on which 6e is built.

* - or a basis; I'd be quite happy with 6e splitting in two, with an old-school version (my basis) and a new-school version (someone else's basis).
 


Instead of thinking about rules, I want to think about the training process of the developers.
For example, I think the developers should participate in UFC style matches to better understand how unarmed combat works.
Or go spend a week camping and hiking. Or maybe go forge their own swords???
I think you speak in jest, but to paraphrase Picard, what you might say with irony, I say with conviction:

Designers should have a little bit of firsthand experience with how to do the stuff they do. And I don't just mean in the sense of forcing them to fumble and fail at it. I mean in the sense of having them actually watch real Olympic athletes. I mean in the sense of having them observe real forging of real swords. Watching real fencing, real MMA, real triage operations in high-tension situations.

Because then they might have a bloody clue about some of the utterly ridiculous nonsense they keep pushing as "realism".
 

1983-era 1e would beg to differ. That was the design, and the game did pretty well.
I should like you to check the calendar.

WotC have succeeded in changing those psychologies to what they are, I'm merely trying to change them back to what they once were.
Attempting to do so all at once, with a single edition, in one fell swoop, is simply going to implode the game. That's a fact. It took decades to change. It will take decades to reverse--if it can even be reversed.

Changing something people have gotten used to, even if the change is literally objectively for the better (which I very much disagree about that being the case here!), is an incredibly difficult thing.
 

Can I also ask for fans that aren't toxic, or is that too much?
Yes.

Much of these "next edition" threads end up thinly disguised sales pitches for the posters preferred fantasy heartbreaker. I find it highly amusing that they supposedly have what they want in said 3pp, yet long for D&D to become more like it.
Part of Blizzard Entertainment's past success had in no small part to do with how they would steal or borrow features from other games out there but polish them and make them more accessible. I don't think that there is anything wrong with looking at what other games do well and considering implementing them in your own game.
 

A fair critique that I don’t have a good answer to offhand.

And yet we have the possible example of Sir Cuisinart in a towering fit of Rage…😉

Is Rage (su) or (sp) in 5e?
while i don't know what terms those tags specifically refer to they aren't used in 5e so it's a little bit of a moot point, however there's references to being empowered by 'primal energies' in the description of rage and similar indications in the flavour of many of the rest of the barbarian's abilities, so people tend to lean to the barbarian being unofficially categorized more as supernatural rather than nonmagical/extraordinary i think.
 

-I think 6E should extend the game back out to 30 levels again (like 4E did).
I would rather compress it to 10 levels

10th level wizard/cleric has 10th level spells. Wish, True resurrection, Simulacrum is moved here.

make every level beefier. and worth getting. and real jump in power.

proficiency bonus 2+1/2 level, +7 at 10th level.

6 tiers of play.
1st level: commoners
2-3rd level: experts
4-5th level: heroes
6-7th level: paragons
8-9th level: legends
10th+ level: mythic

Sub-class levels, if sub-classes would exist in 6E would be uniform at levels 1,3,5&7.
this would open up possibility for universal sub-classes.
Champion, battlemaster, beastmaster, healer(spellcasters only), scout,
 

Absolutely. This is why A5e had to alter or remove all that stuff.
with the new healing spells buff, changed goodberry to 20 berries, +15 per spell level over 1st.
no nourishment provided.
poor combat healing(uses bonus action, or Action for 3 berries or Action to administer 1 berry to unconscious target), but good total amount for topping off and out of combat healing.
 


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