D&D General 6E But A + Thread

I can't speak about an individuals "feelings;" however, I high stat is definitely not needed in 5e.
Based on my observations of how players advance their characters as they level, the ASI seems to be more of an imperative to them, with perhaps some players opting to go early with split feats versus the full ASI. Once the players get their 20 in their primary stat, they’ll focus solely on full feats for the most part. That’s my take on what happens in game.
 

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Based on my observations of how players advance their characters as they level, the ASI seems to be more of an imperative to them, with perhaps some players opting to go early with split feats versus the full ASI. Once the players get their 20 in their primary stat, they’ll focus solely on full feats for the most part. That’s my take on what happens in game.
Same. To the point where I have buffed the feats' potency and yet still they select the ASI's till they acquire the 20 in the stat.
I did introduce the feat tax for multi-classing which makes more sense to me and closer aligns to 4e's multi-classing feats which were great IMO. 5e has them too, in a way, and I would likely use those if I had to reboot our campaign.
 

I don't think that's possible.

I can't imagine any system that would (for example) run adventures in Middle Earth, Westros, Faerun, Night City, Gotham and Tattooine. If it did, they would have to be so plain and generic as to be "let's pretend, but with a resolution mechanic". Something like the Cypher system rather than D&D.
OK, I can imagine such a system, because it exists and uses largely 5E tech: that is exactly what the Cosmere RPG is designed to do, and from what we have so far? Successfully, it appears.

So, it seems this thread boils down to people wanting:

  • 5.3
  • Making D&D into Brotherwise Game's Plotweaver
  • 4.5
  • 3.97654
  • A story game called D&D
 

OK, I can imagine such a system, because it exists and uses largely 5E tech: that is exactly what the Cosmere RPG is designed to do
don’t they have different core books for the different settings? It might be all under one general system, but they are still separate instances of it (kinda like Cypher or Savage Worlds) or am I misunderstanding that?
 

Just make DnD built for Nova-ing or non-attritional combat. It's what people want and abandon the pretensions of being a normal dungeon crawler, design new dungeons more like the theme park it is--a line of encounters and challenges that can be linear or taken freely. Make it even less of a real space.

Martials should get anime naughty word by level 3 at the latest, if I can't do sword winds by then, then the D&D designers imaginations have failed them. I agree with the idea of having 'tutorial' levels that are distinct from actual levels too

I would prefer more 'meta' abilities. Traps that are 'laid there an hour ago' by using your abilities that you've activated as a reaction, "I actually snatched some knives awhile ago", or something like 'If you participate in a fight and no one important dies then their attitude towards you is still neutral'

Monk should be more Orientalist--that's the appeal here, denying it is just a mistake. There should be some actual research done but if the traditional fantasy mold has rapiers in medieval europe without guns then authenticity shouldn't be a priority.

Magic items should be more common and 'de-specialed' in the mind of DMs. I'm fine with a sword that just does fire damage instead of slashing.

Vancian should only be on the wizard--all other casters should not even be designed with it, hell I'm not sure any of them should have similar casting system. And make sure the wizard's spells aren't anymore powerful than the other spellcasters

Alignment should be opt in, you can choose to be Lawful Good or Chaotic Neutral or whatever but the only thing it does is that it should restrict certain spells and classes while those that choose to not have an alignment are free to pick whatever. So a Lawful character can't be a barbarian but nothing stops your law-abiding knight that has an empty field in it's alignment section on the character sheet to be a barbarian.

There will be no other benefit whatsoever for having an alignment.
 

Based on my observations of how players advance their characters as they level, the ASI seems to be more of an imperative to them, with perhaps some players opting to go early with split feats versus the full ASI. Once the players get their 20 in their primary stat, they’ll focus solely on full feats for the most part. That’s my take on what happens in game.
Sure, but it doesn't "need" to be that way. We cap at 18 and I have a level 17 character (Rogue) with a max stat of 16. They game actually works better, IMO, with less bonuses. You can achieve that with lower stats or less magic items or both (like we do)!
 

Same. To the point where I have buffed the feats' potency and yet still they select the ASI's till they acquire the 20 in the stat.
I did introduce the feat tax for multi-classing which makes more sense to me and closer aligns to 4e's multi-classing feats which were great IMO. 5e has them too, in a way, and I would likely use those if I had to reboot our campaign.
Why not just make 18 or 16 the stat max. It works very well for my group.
 

this is more curious speculation but, i wonder what DnD 6e would be like if it fully abandoned spell slots for a spell points/mana structure like final fantasy typically does, spell levels could stay pretty much as they are i think (you can't learn a 3rd level spell before you're fifth level)

this system can also be used for martials, with them typically getting less MP but their abilities costing less to 'cast', with their abilities drawing off stats or other fundamental properties that make them typically inefficient for casters to use, alternately you could make a split between caster MP and martial Ki, with the difference being more akin to petrol vs diesel, they both power engines but engines are made in a way they only work with one or the other.
 

Why not just make 18 or 16 the stat max. It works very well for my group.
18 works great.
move chainshirt to light armor so light AC stays the same 12+5 vs 13+4.

remove background/species ASI and have starting array;

16,16,14,14,12,10

still need 2 ASI slots to get to 18.

for rolling I prefer:
(4d3D1)×2, gives 6-18 spread, eliminates risk of too much odd scores and removes very low scores.
 


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