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<blockquote data-quote="Steampunkette" data-source="post: 9738302" data-attributes="member: 6796468"><p>What would I want from 6e D&D... Here's my top 11. Why 11? Contrarian I guess.</p><p><strong></strong></p><p><strong>1) More Variation in Spellcasting</strong></p><p>Clerics and Druids capping out at 7th level spells, Sorcerers and Wizards capping out at 9th. Bards, Rangers, Paladins, Etc capping out at 5th. BUT. Cleric level 7 spells are as strong as Wizard 9th level spells. So there's different magical progression between the classes. This also includes quasi-unique spell lists. Yeah, some stuff should overlap. But each class should have a -lot- of spells that are unique to the class and highlight their narrative elements. Give the Bard unique attack magic rather than slapping "Shatter" on them because it's sound and calling it good.</p><p></p><p><strong>2) Core Psionics</strong></p><p>They need to be there from the start, rather than being a later tacked on system. Especially if you're going to have Mind Flayers and the like from day 1. Otherwise you either need to make your later psionics alter earlier implementations or constrain your later psionics by those earlier implementations. Neither is a good way to go about it. And while it shouldn't even need to be said: Have that implementation be different from Spellcasting. Especially don't just make it "You use Psi Points to cast Wizard Spells!"</p><p></p><p><strong>3) Martial Arts</strong></p><p>Fighters need more to do than "Move. Attack -twice-. End turn." Streamline the basic combat maneuvers (disarm, grapple, etc) and make them more viable/reasonable as options, and then add in more specialized maneuvers for all fighters. And also monks. Barbarians. Rangers. Paladins. Some of these should be throughput increases, but most should just be repositioning options, added conditions to attacks, and things of that nature. Give them a limited resource that refreshes on a short rest to fuel their maneuvers.</p><p></p><p><strong>4) Second and Third Pillar Core Class Design</strong></p><p>Everyone knows the Rogue is the skill monkey and Wizards can bypass any social or exploration challenge with a liberal use of magic. But the rest of the classes (mostly the fighty types) deserve to be just as involved in those elements of the game as anyone else. So bake that stuff into the classes. Give Barbarians giant leaps to get past obstacles and keen senses like smell or hearing as core competencies rather than optional choices. Let fighters know everything about weapons, armor, military engagements, and stuff.</p><p></p><p><strong>5) Lay the Book out around Character Generation</strong></p><p>This one's kinda wild. But work your way down and across the character sheet through the book, rather than having "Character Creation" and "Combat" be separate sections. That way as someone learns what weapons are available they learn how those weapons work and how the armor they're picking for their character stops enemy weapons from working on them.</p><p></p><p><strong>6) Aim for a specific Feel</strong></p><p>If the goal is to make a heroic fantasy then start the heroic fantasy at level 1 and have every level after that provide options and scaling of early abilities, rather than being a constant upward trend of power level so that you don't have to skip to level 3 to feel like a 'real character'. If you want Bounded Accuracy how about building Bounded HP into it, as well? Old D&D had people just gain HP after a specific level rather than rolling hit dice. Bring that back.</p><p></p><p><strong>7) Kill Healing Spells</strong></p><p>What a terrible idea they were and continue to be. You either spend your turn patching people up in the hopes they don't hit the ground immediately so you can do something else with your next turn, or feeling like it's your fault someone died 'cause you took a moment to fight an enemy instead of spending your action healing. Yeah, the 3 death saves thing helps with that a lot, but the yoyo is obnoxious. Build healing directly into the healing classes as a renewable resource that takes less than their action to wield.</p><p></p><p><strong>8) Build Foundations</strong></p><p>Innovation is important. The best games are built to expand to new options. So build systems that are designed to be adapted to different uses. For example a simple resource-management system that maps to overland travel and in-town time management and dungeon-running. Build the bones of systems that can be used for multiple purposes and are flexible enough for adaptation. For example saving throws. Yeah, they're great for spells and puzzles. But wouldn't they also be great for combat maneuvers? Get -way- more use out of Strength saves if enemies forced more of them through various maneuvers and so did the Fighter or Barbarian in the party. How about making Psionics specifically target Int and Cha saves rather than Wis or Dex? </p><p></p><p><strong>9) Support the Third Party Community</strong></p><p>No brainer, really. Give people a lot of room to build through the OGL and Creative Commons and stuff. Yes it means you don't have utter control over everything, but that's not the worst thing in the world by a long shot. Specifically HIGHLIGHT INDIVIDUALS. Don't care how you select them, but specifically look out for talent. Get someone on staff to buy a copy of every 3rd party book for your system and a team of people to read and go over the material to scout talent and concepts that can be run up the flagpole. OGL goes both ways.</p><p></p><p><strong>10) Build New Settings with Allegory</strong></p><p>Science Fiction and Fantasy are both allegorical by nature. They tackle the problems of the past, present, and future in an environment slightly removed from the real world. Tell political stories with allegory because they quickly become timeless. Whether that's Dark Sun's Climate Narrative or Star Wars' First Order. Yes. People are going to want to play in their favorite setting. Release updates for them to bring them into mechanical compliance, but just release new adventures. There's plenty of old books and lore people can use. We don't need a 6e Sword Coast Adventurer's Guide.</p><p></p><p><strong>11) Stop consulting and start hiring</strong></p><p>WotC famously hires consultants for sensitivity and stuff. People to read some material and then approve it or explain how to 'fix' it and then they're done. Contracted for a single product, maybe brought back later. Just hire people of various ethnicities, sexualities, ability, backgrounds, genders, etc, and have them write the material in the first place. Could be a -huge- component of number 9. Get tons of people from tons of communities and produce content which takes into their experiences and perspectives from the start, together. </p><p></p><p>"Oh, but what about our overhead from all these employees?" you're WotC. You're Hasbro. Eat the slightly smaller quantity of obscene profits and focus on creating something bigger than 5e.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9738302, member: 6796468"] What would I want from 6e D&D... Here's my top 11. Why 11? Contrarian I guess. [B] 1) More Variation in Spellcasting[/B] Clerics and Druids capping out at 7th level spells, Sorcerers and Wizards capping out at 9th. Bards, Rangers, Paladins, Etc capping out at 5th. BUT. Cleric level 7 spells are as strong as Wizard 9th level spells. So there's different magical progression between the classes. This also includes quasi-unique spell lists. Yeah, some stuff should overlap. But each class should have a -lot- of spells that are unique to the class and highlight their narrative elements. Give the Bard unique attack magic rather than slapping "Shatter" on them because it's sound and calling it good. [B]2) Core Psionics[/B] They need to be there from the start, rather than being a later tacked on system. Especially if you're going to have Mind Flayers and the like from day 1. Otherwise you either need to make your later psionics alter earlier implementations or constrain your later psionics by those earlier implementations. Neither is a good way to go about it. And while it shouldn't even need to be said: Have that implementation be different from Spellcasting. Especially don't just make it "You use Psi Points to cast Wizard Spells!" [B]3) Martial Arts[/B] Fighters need more to do than "Move. Attack -twice-. End turn." Streamline the basic combat maneuvers (disarm, grapple, etc) and make them more viable/reasonable as options, and then add in more specialized maneuvers for all fighters. And also monks. Barbarians. Rangers. Paladins. Some of these should be throughput increases, but most should just be repositioning options, added conditions to attacks, and things of that nature. Give them a limited resource that refreshes on a short rest to fuel their maneuvers. [B]4) Second and Third Pillar Core Class Design[/B] Everyone knows the Rogue is the skill monkey and Wizards can bypass any social or exploration challenge with a liberal use of magic. But the rest of the classes (mostly the fighty types) deserve to be just as involved in those elements of the game as anyone else. So bake that stuff into the classes. Give Barbarians giant leaps to get past obstacles and keen senses like smell or hearing as core competencies rather than optional choices. Let fighters know everything about weapons, armor, military engagements, and stuff. [B]5) Lay the Book out around Character Generation[/B] This one's kinda wild. But work your way down and across the character sheet through the book, rather than having "Character Creation" and "Combat" be separate sections. That way as someone learns what weapons are available they learn how those weapons work and how the armor they're picking for their character stops enemy weapons from working on them. [B]6) Aim for a specific Feel[/B] If the goal is to make a heroic fantasy then start the heroic fantasy at level 1 and have every level after that provide options and scaling of early abilities, rather than being a constant upward trend of power level so that you don't have to skip to level 3 to feel like a 'real character'. If you want Bounded Accuracy how about building Bounded HP into it, as well? Old D&D had people just gain HP after a specific level rather than rolling hit dice. Bring that back. [B]7) Kill Healing Spells[/B] What a terrible idea they were and continue to be. You either spend your turn patching people up in the hopes they don't hit the ground immediately so you can do something else with your next turn, or feeling like it's your fault someone died 'cause you took a moment to fight an enemy instead of spending your action healing. Yeah, the 3 death saves thing helps with that a lot, but the yoyo is obnoxious. Build healing directly into the healing classes as a renewable resource that takes less than their action to wield. [B]8) Build Foundations[/B] Innovation is important. The best games are built to expand to new options. So build systems that are designed to be adapted to different uses. For example a simple resource-management system that maps to overland travel and in-town time management and dungeon-running. Build the bones of systems that can be used for multiple purposes and are flexible enough for adaptation. For example saving throws. Yeah, they're great for spells and puzzles. But wouldn't they also be great for combat maneuvers? Get -way- more use out of Strength saves if enemies forced more of them through various maneuvers and so did the Fighter or Barbarian in the party. How about making Psionics specifically target Int and Cha saves rather than Wis or Dex? [B]9) Support the Third Party Community[/B] No brainer, really. Give people a lot of room to build through the OGL and Creative Commons and stuff. Yes it means you don't have utter control over everything, but that's not the worst thing in the world by a long shot. Specifically HIGHLIGHT INDIVIDUALS. Don't care how you select them, but specifically look out for talent. Get someone on staff to buy a copy of every 3rd party book for your system and a team of people to read and go over the material to scout talent and concepts that can be run up the flagpole. OGL goes both ways. [B]10) Build New Settings with Allegory[/B] Science Fiction and Fantasy are both allegorical by nature. They tackle the problems of the past, present, and future in an environment slightly removed from the real world. Tell political stories with allegory because they quickly become timeless. Whether that's Dark Sun's Climate Narrative or Star Wars' First Order. Yes. People are going to want to play in their favorite setting. Release updates for them to bring them into mechanical compliance, but just release new adventures. There's plenty of old books and lore people can use. We don't need a 6e Sword Coast Adventurer's Guide. [B]11) Stop consulting and start hiring[/B] WotC famously hires consultants for sensitivity and stuff. People to read some material and then approve it or explain how to 'fix' it and then they're done. Contracted for a single product, maybe brought back later. Just hire people of various ethnicities, sexualities, ability, backgrounds, genders, etc, and have them write the material in the first place. Could be a -huge- component of number 9. Get tons of people from tons of communities and produce content which takes into their experiences and perspectives from the start, together. "Oh, but what about our overhead from all these employees?" you're WotC. You're Hasbro. Eat the slightly smaller quantity of obscene profits and focus on creating something bigger than 5e. [/QUOTE]
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