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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Dausuul" data-source="post: 7791530" data-attributes="member: 58197"><p>I'm in the camp that would like to see 6E be largely backwards compatible with 5E; more of a 5.5. What I would like in 6E whenever it comes out:</p><p></p><p>1. Drastically scale back the use of bonus actions. You should never have an expectation of using your bonus action every round (two-weapon fighting, I'm looking at you), and you should not have to worry about bonus-action abilities "clashing" often unless you are multiclassing or doing something really exotic. Also, the bonus-action spells rule should be replaced with "You cannot cast more than one non-cantrip spell per turn."</p><p></p><p>2. Assorted class and subclass fixes. In many cases this would involve migrating features from 5E supplements into the PHB. For instance, some the hexblade's abilities should be incorporated into the Pact of the Blade.</p><p></p><p>3. Rework the stealth rules to be more intuitive and apply more cleanly to situations other than "rogue ducks behind a rock mid-combat." (Question: If you are invisible and standing in the area of a <em>silence</em> spell, what does an enemy have to do in order to detect your location? Answer: Nothing, they automatically know. But you can take the Hide action and then they <em>might</em> lose track of you.)</p><p></p><p>4. A few tweaks to the core races. Nonhumans should get more flexibility in their stat boosts. Humans need a happy medium in between the "+1 to all stats human," which sucks, and the "free bonus feat human," which is godlike.</p><p></p><p>5. Clean up and clarify how a lot of things work*. The Shield Master feat is the poster child for this - at one point the official ruling was that you could shove before your attack, and then it changed to you have to attack first, and Orcus alone knows what happens if you have Extra Attack. Maybe they could borrow somebody from the "Magic: The Gathering" side of the company to lend a hand--M:tG has gotten very good at boiling down complex mechanics into crystal-clear, unambiguous wording that fits on a playing card and leaves room for a picture.</p><p></p><p>6. Short rests should go back to being 5 minutes long. Perhaps add a limit of 2 short rests per day; that's the house rule I've been going with for a while, and I find it works well to ensure that classes with short-rest mechanics stay on par with their long-resting companions.</p><p></p><p><span style="font-size: 10px">*Note that I don't believe everything needs to be codified in rules. That was the cardinal mistake of 3E, and I have no desire to go back to that. But anything that <em>is</em> codified in rules should be clear and unambiguous. DMs shoulder too much work as it is, we shouldn't have to be WotC's copy editors as well.</span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 7791530, member: 58197"] I'm in the camp that would like to see 6E be largely backwards compatible with 5E; more of a 5.5. What I would like in 6E whenever it comes out: 1. Drastically scale back the use of bonus actions. You should never have an expectation of using your bonus action every round (two-weapon fighting, I'm looking at you), and you should not have to worry about bonus-action abilities "clashing" often unless you are multiclassing or doing something really exotic. Also, the bonus-action spells rule should be replaced with "You cannot cast more than one non-cantrip spell per turn." 2. Assorted class and subclass fixes. In many cases this would involve migrating features from 5E supplements into the PHB. For instance, some the hexblade's abilities should be incorporated into the Pact of the Blade. 3. Rework the stealth rules to be more intuitive and apply more cleanly to situations other than "rogue ducks behind a rock mid-combat." (Question: If you are invisible and standing in the area of a [I]silence[/I] spell, what does an enemy have to do in order to detect your location? Answer: Nothing, they automatically know. But you can take the Hide action and then they [I]might[/I] lose track of you.) 4. A few tweaks to the core races. Nonhumans should get more flexibility in their stat boosts. Humans need a happy medium in between the "+1 to all stats human," which sucks, and the "free bonus feat human," which is godlike. 5. Clean up and clarify how a lot of things work*. The Shield Master feat is the poster child for this - at one point the official ruling was that you could shove before your attack, and then it changed to you have to attack first, and Orcus alone knows what happens if you have Extra Attack. Maybe they could borrow somebody from the "Magic: The Gathering" side of the company to lend a hand--M:tG has gotten very good at boiling down complex mechanics into crystal-clear, unambiguous wording that fits on a playing card and leaves room for a picture. 6. Short rests should go back to being 5 minutes long. Perhaps add a limit of 2 short rests per day; that's the house rule I've been going with for a while, and I find it works well to ensure that classes with short-rest mechanics stay on par with their long-resting companions. [SIZE=2]*Note that I don't believe everything needs to be codified in rules. That was the cardinal mistake of 3E, and I have no desire to go back to that. But anything that [I]is[/I] codified in rules should be clear and unambiguous. DMs shoulder too much work as it is, we shouldn't have to be WotC's copy editors as well.[/SIZE] [/QUOTE]
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