dave2008
Legend
I agree with a lot of your ideas, but not as much with your implementation.So I've talked a few times about what I'd want in a 6e game. Often enough that at 3am this morning I was plagued with thoughts of game design and couldn't sleep. So here's some of the stuff I'm looking at. Putting them in quotes to be easier to isolate and parse.
1) 10th Level Classes
2) Make Magic Users More Magical and Less Casty
3) Day 1 Psionics
4) Warlords
5) Combat Maneuvers
6) Spellcasting Mechanics Variety
7) "Extra Attack" at 3rd with Caveats
8) Crit Protection as a Core Mechanic
9) Exploration and Social Mechanics as Core
10) Sensible HP Structures
What do you think about a system like this? Interesting package of alternate rules, overengineered nonsense, or nothingburger?
- Disagree: I think the game should support 20+ levels of play. However, I would be fine if it was parceled out like BECMI was into tiered rules / guidance.
- Agree: My implementation would be different, but I like general idea.
- Disagree (sort of): I generally don't like psionics and I don't want in my game. However, I could be converted and I don't mind it if is something easy to ignore.
- Agree I guess. I don't have any issue with warlords, but I also don't think they are gone really.
- Agree (I think): I am not sure what you are going for, but I don't maneuvers for all to take from the fighter's niche. That being said I think there is a way to make this work.
- Agree. I would make arcane casters the only ones that cast spells. Cleric, paladins, warlocks, etc. would use magic but not cast "spells."
- Not sure: I am thinking extra attack should be a fighter only feature (or you can buy it with a feat maybe)
- Agee: I may have different ideas on how to do this though.
- Agree: Not sure about the how though.
- Agree: I would probably go about it differently, but I agree with the general idea.