D&D General D&D 6e ala Steampunkette: Structural thoughts

So you are compressing the 20 levels into 10 rather than shaving off 11 to 20, and if anything increase the power at the higher levels? Not interested in that. Also isn’t that what 13th Age did?

Shadow of the Weird Wizard / Demon Lord uses a middle ground, stop at 10 but don’t reach 20th level power. Personally I prefer that approach
I think she likes 13th Age. That might be a feature for her.
 

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@Horwath
Current thoughts on attack differentiation:

Fighters just straight up get 4 attacks on any targets with no limitations.
Marshal gets 3 attacks, but the ability to give other players some of their attacks, increasing tactical utility.
Rangers get 3-4, and are incentivized to burn more action-economy on a single target, rather than striking multiple targets.
Paladins and Rogues get 2, and are incentivized to land their hits by adding in big damage drops (Paladins half as much on each attack as the Rogue on one)
Barbarians get 2 and are incentivized to swing a big heavy weapon to maximize their damage, with additional secondary-target hits for AoE.
Monks get 6 unarmed strikes, each for low damage, but add their modifier to every damage roll bringing up the damage dealt through guaranteed rather than random values.

Artificers, Bards, Bards, Druids, and Warlocks I'm not exactly sure how I want to handle. But I'm pretty sure they're all going to get two attacks in theory...

And then Sorcerers and Wizards will get 1 attack each.
You can do scaling martial damage without the need to give them "martial cantrips". (Although I think martial cantrips/at-wills are great!) I mean, just look at rogues and sneak attack.

I'm pretty sure Mike Mearls said in some 5e post-mortems that Extra Attack was added because having martials do more than one attack per round simply polled better than adding more damage to a single attack. So Extra Attack was added to 5e, even though it makes the design less elegant, when you have to worry about any one damage bonus being multiplied several times.
Yeah, 3e's structure was preferred to 4e's structure for martial characters. And I'm fully aware of Rogues with Sneak Attacks and Paladins with Smites. But it would also create -less- diversity in class function rather than encouraging more diversity in function, which is my primary goal, here. Making the classes feel different in how they play against each other while retaining a semblance of similar DPR.

As far as the elegance of accounting for Str or Dex or Int or Cha or whatever mod being applied multiple times in a turn, that's just something you have to take into account when designing the classes. 5e didn't do a great job of that. Vis a Vis the monk getting scaling damage on unarmed strikes to 1d10 with Str/Dex on every strike.

Which is a big part of the late game HP explosion that happened. With the sheer amount of damage flying around in every direction you need massive sacks of HP to last a few rounds against it all.
8) I like this idea and will begin using some version of it as a houserule immediately.
A5e introduced the concept through Shields, making them much more important for "Tanky" characters. I think it's a good idea that mirrors Thorin Oakenshield's whole schtick, but feel like there's more to be done with it.
9) For ages I have heard people asking for more social interaction mechanics, and nobody has ever provided an example of what they mean. Thank you for doing so.

I generally don't like the idea of social mechanics, since interaction is part of the roleplaying aspect I like the most. Reducing it to combat-esque emchanics, in my opininon, just means more dice-rolling drudgery and tedium - just like combat. I also don't like encouraging people to look at their character sheets for things they can do rather than just saying what they want to do and figuring out how the rules can accommodate an attempt.

However, as I run games in public for strangers, I also acknowledge that not everyone was a theater kid and a nerd like me, and it's good to have mechnics there for those who need/want them. I'd be down with options such as you desdcribe here, or at least a section explicitly describing, "allowing," and talking about how to go about adjudicating such a thing.
I actually put a whole Social Combat system into Martial Artistry if you wanna go grab a copy and take a look. It's on DTRPG.Com.

That said, I wish I'd taken more time to iterate on it 'cause I have a better handle on how I'd do it, now.
So you are compressing the 20 levels into 10 rather than shaving off 11 to 20, and if anything increase the power at the higher levels? Not interested in that. Also isn’t that what 13th Age did?

Shadow of the Weird Wizard / Demon Lord uses a middle ground, stop at 10 but don’t reach 20th level power. Personally I prefer that approach
Yes and no.

There's sacred cows like 9th level spellcasting. The intent is to keep those sacred cows while reducing their mechanical power. A 9th level spell in this system concept is not as strong as a 5e 9th level spell, even if the name is the same and the broad general function is the same. Meteor Swarm, for example, would still call down a bunch of meteors each doing an AoE, but the damage of each would be scaled down to a game where 10HD Player Characters is the high end.

Proficiency Bonuses keep increasing to +6, though, for players and NPCs as well. To keep some level of there being strength of level over lower level creatures. After all when you have 10 d8 hit dice, a bunch of Goblins is a lot scarier than they are when you've got 20. But the party Bard's Enthrall save DC is gonna be high enough to shut most of them down.
 

@Horwath
Current thoughts on attack differentiation:

Fighters just straight up get 4 attacks on any targets with no limitations.
Marshal gets 3 attacks, but the ability to give other players some of their attacks, increasing tactical utility.
Rangers get 3-4, and are incentivized to burn more action-economy on a single target, rather than striking multiple targets.
Paladins and Rogues get 2, and are incentivized to land their hits by adding in big damage drops (Paladins half as much on each attack as the Rogue on one)
Barbarians get 2 and are incentivized to swing a big heavy weapon to maximize their damage, with additional secondary-target hits for AoE.
Monks get 6 unarmed strikes, each for low damage, but add their modifier to every damage roll bringing up the damage dealt through guaranteed rather than random values.

Artificers, Bards, Bards, Druids, and Warlocks I'm not exactly sure how I want to handle. But I'm pretty sure they're all going to get two attacks in theory...

And then Sorcerers and Wizards will get 1 attack each.

Yeah, 3e's structure was preferred to 4e's structure for martial characters. And I'm fully aware of Rogues with Sneak Attacks and Paladins with Smites. But it would also create -less- diversity in class function rather than encouraging more diversity in function, which is my primary goal, here. Making the classes feel different in how they play against each other while retaining a semblance of similar DPR.

As far as the elegance of accounting for Str or Dex or Int or Cha or whatever mod being applied multiple times in a turn, that's just something you have to take into account when designing the classes. 5e didn't do a great job of that. Vis a Vis the monk getting scaling damage on unarmed strikes to 1d10 with Str/Dex on every strike.

Which is a big part of the late game HP explosion that happened. With the sheer amount of damage flying around in every direction you need massive sacks of HP to last a few rounds against it all.

A5e introduced the concept through Shields, making them much more important for "Tanky" characters. I think it's a good idea that mirrors Thorin Oakenshield's whole schtick, but feel like there's more to be done with it.

I actually put a whole Social Combat system into Martial Artistry if you wanna go grab a copy and take a look. It's on DTRPG.Com.

That said, I wish I'd taken more time to iterate on it 'cause I have a better handle on how I'd do it, now.

Yes and no.

There's sacred cows like 9th level spellcasting. The intent is to keep those sacred cows while reducing their mechanical power. A 9th level spell in this system concept is not as strong as a 5e 9th level spell, even if the name is the same and the broad general function is the same. Meteor Swarm, for example, would still call down a bunch of meteors each doing an AoE, but the damage of each would be scaled down to a game where 10HD Player Characters is the high end.

Proficiency Bonuses keep increasing to +6, though, for players and NPCs as well. To keep some level of there being strength of level over lower level creatures. After all when you have 10 d8 hit dice, a bunch of Goblins is a lot scarier than they are when you've got 20. But the party Bard's Enthrall save DC is gonna be high enough to shut most of them down.
I understand where you're coming from regarding high level spells, but that scaling down is much harder to do when the effect in question isn't about damage. At some point, to maintain parity (if that is your goal) I think you would need to compromise effect. Personally I feel that high level magic should be very powerful, but hard to find, lengthy to cast, and expensive. I'm talking about rituals you need to discover or create, and that require difficult to acquire components. In exchange, effects are truly impressive.
 

I understand where you're coming from regarding high level spells, but that scaling down is much harder to do when the effect in question isn't about damage. At some point, to maintain parity (if that is your goal) I think you would need to compromise effect. Personally I feel that high level magic should be very powerful, but hard to find, lengthy to cast, and expensive. I'm talking about rituals you need to discover or create, and that require difficult to acquire components. In exchange, effects are truly impressive.
Yeah, it is... but that's why those spells are Class Abilities rather than Spells.

The goal, there, is for spells to be a fairly clean progression of combat effects with the class using a different kind of noncombat magic for other purposes.
 

There's sacred cows like 9th level spellcasting. The intent is to keep those sacred cows while reducing their mechanical power. A 9th level spell in this system concept is not as strong as a 5e 9th level spell, even if the name is the same and the broad general function is the same. Meteor Swarm, for example, would still call down a bunch of meteors each doing an AoE, but the damage of each would be scaled down to a game where 10HD Player Characters is the high end.
I assume the monster HP will also be scaled down, so the Meteor Swarm still has basically the same effect on them then as it does in 5e now.

Outside of damage, are you keeping things like Wish, Gate, Foresight, Force Cage and other non-combat spells as well?
 

Yeah, it is... but that's why those spells are Class Abilities rather than Spells.

The goal, there, is for spells to be a fairly clean progression of combat effects with the class using a different kind of noncombat magic for other purposes.
So like 4e rituals? Is there an in fiction explanation for why magic works that way?
 

I assume the monster HP will also be scaled down, so the Meteor Swarm still has basically the same effect on them then as it does in 5e now.

Outside of damage, are you keeping things like Wish, Gate, Foresight, Force Cage and other non-combat spells as well?
Ehhh... Monster HP will be scaled down just like player HP will be. The point is that one Meteor Swarm isn't going to wipe out a PC or a Dragon, even with a 9th level spell slot, as a one-shot impact.

As far as those, yeah. Specifically as class features with limited options between them to avoid stacking Wish spells through Simulacrum and the like. Like you get one or the other. And, of course, reining in those spell functions, as well, so they're still the "Big Cool Spells" but more in line with a game that caps out at 10th level than a game that caps out at 20th.
So like 4e rituals? Is there an in fiction explanation for why magic works that way?
Right now I'm going on the idea that magic is magic, and how you access it depends on your class (and thus training) and the ease of use of the spell in question. Wish, for example, is a much more potent spell than any traditional 'combat magic' that can be snapped off in a moment. Time, focus, complexity is the fictional explanation.

That said, I did plan to allow "noncombat" spells like Wish to be combat-cast... Wish, as an example, would take 3 rounds to cast and require concentration for the casting. If your concentration is broken by damage or effects you have to start over. Allows for the BBEG to be casting a big dramatic spell that keeps him from dropping Spells and gives the party time to whup his butt and/or break his concentration.

Other spells like Invisibility or Fly might only take 2 rounds to cast, but represent something more complex than just snapping a firebolt off real quicklike.
 

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