Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
6E But A + Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 9736240" data-attributes="member: 29398"><p>What I'd like (and probably won't get, but whatever) in 6e:</p><p></p><p>--- species mechanics strengthened and expanded: more baked-in benefits and penalties for different species, along with...</p><p>--- ...way fewer PC-playable species in core; an optional splatbook can cover all the oddball species</p><p>--- greatly downplay (ideally to the point of near-eliminate) the "character build" side of the game; make char-gen fast and easy and let the character develop from there through what it does in play</p><p>--- along with this, make characters easier to play - e.g. fewer feats-abilities-bonuses-etc. to remember - such that playing more than one at a time becomes a viable option</p><p>--- more niche protection for all classes; if this requires reducing the number of classes to avoid overlap, that's fine too</p><p>--- a flat power curve such that low-level PCs and monsters can be and remain at least a minor threat to their higher-level counterparts over a greater range of levels; this also allows mixed-level parties to function</p><p>--- drop the 'tier' concept and have each level's power increase be (on average) roughly the same throughout</p><p>--- it's a zero-to-hero game, focus on that journey rather than the destination</p><p>--- ignore cries for more power with every level; either make some levels "dead" (no new feats, powers, or abilities) or reduce the number of levels overall, such that high level characters still fit in with the setting and aren't demigods</p><p>--- design to 20th level open-ended but make it abundantly clear with great big letters that the usefully-playable range is only intended to go to about 12th and after that you're on your own</p><p>--- release an optional splatbook later that takes care of beyond-high-level play</p><p>--- greatly slow down level advancement; focus on the day-to-day play and emerging story rather than on "moar numberz"</p><p>--- no appreciable power gap at the very low end: commoner, regular militia, and 1st-level character should be on a smooth -1st, 0th, 1st power progression that fits in with subsequent levels</p><p>--- design the core game to be very harsh and unforgiving on its characters then include easy-to-implement DM-side options to make the game a bit kinder</p><p>--- more randomness in character generation: rolled stats, rolled hit points, etc.; along with an underlying philosophy of "play what the dice give you" rather than players coming in with preconceived character ideas</p><p>--- a more easy-come easy-go design and "sense" in terms of wealth, items, maybe even levels, maybe even characters</p><p>--- make downtime the fourth pillar and lean into it; forcing downtime is easy via making training a requirement to level up, and downtime is when the PCs get to engage with the non-adventuring parts of the setting</p><p>--- starting right at core release and continuing for years thereafter, a long run of single standalone adventure modules of all levels that showcase the system and yet are also good adventures on their own. No more hardcover campaign-in-a-book APs.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9736240, member: 29398"] What I'd like (and probably won't get, but whatever) in 6e: --- species mechanics strengthened and expanded: more baked-in benefits and penalties for different species, along with... --- ...way fewer PC-playable species in core; an optional splatbook can cover all the oddball species --- greatly downplay (ideally to the point of near-eliminate) the "character build" side of the game; make char-gen fast and easy and let the character develop from there through what it does in play --- along with this, make characters easier to play - e.g. fewer feats-abilities-bonuses-etc. to remember - such that playing more than one at a time becomes a viable option --- more niche protection for all classes; if this requires reducing the number of classes to avoid overlap, that's fine too --- a flat power curve such that low-level PCs and monsters can be and remain at least a minor threat to their higher-level counterparts over a greater range of levels; this also allows mixed-level parties to function --- drop the 'tier' concept and have each level's power increase be (on average) roughly the same throughout --- it's a zero-to-hero game, focus on that journey rather than the destination --- ignore cries for more power with every level; either make some levels "dead" (no new feats, powers, or abilities) or reduce the number of levels overall, such that high level characters still fit in with the setting and aren't demigods --- design to 20th level open-ended but make it abundantly clear with great big letters that the usefully-playable range is only intended to go to about 12th and after that you're on your own --- release an optional splatbook later that takes care of beyond-high-level play --- greatly slow down level advancement; focus on the day-to-day play and emerging story rather than on "moar numberz" --- no appreciable power gap at the very low end: commoner, regular militia, and 1st-level character should be on a smooth -1st, 0th, 1st power progression that fits in with subsequent levels --- design the core game to be very harsh and unforgiving on its characters then include easy-to-implement DM-side options to make the game a bit kinder --- more randomness in character generation: rolled stats, rolled hit points, etc.; along with an underlying philosophy of "play what the dice give you" rather than players coming in with preconceived character ideas --- a more easy-come easy-go design and "sense" in terms of wealth, items, maybe even levels, maybe even characters --- make downtime the fourth pillar and lean into it; forcing downtime is easy via making training a requirement to level up, and downtime is when the PCs get to engage with the non-adventuring parts of the setting --- starting right at core release and continuing for years thereafter, a long run of single standalone adventure modules of all levels that showcase the system and yet are also good adventures on their own. No more hardcover campaign-in-a-book APs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
6E But A + Thread
Top