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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Gladius Legis" data-source="post: 7791599" data-attributes="member: 68748"><p>In general, I'm also in the camp that would want a 6e to be more of a 5.5, or an "Advanced" 5e. Things I've thought about that I'd like to see:</p><p></p><p>1) Every class, in addition to their class skills and proficiencies, gets to Expertise 1 proficient class skill at Lv. 1. <em>And only 1</em>. Rogues' and Bards' Expertise features stay as they are, that just means they get to Expertise many more skills than everyone else. That still allows the skill monkey classes their purpose, while also fixing certain iniquities such as Wizards not being the best at Arcana, or Clerics at Religion, Druids at Nature, Fighters and Barbarians at Athletics, and such.</p><p></p><p>2) All subclasses gained at Lv. 1. Adjust other early-level feature gains as necessary in all classes to accomodate that.</p><p></p><p>3) Things like Paladin Divine Smite and Battle Master Superiority Dice work like 4e Reliable powers. i.e., declare the Smite or maneuver before the attack, but if you don't hit you don't use up your spell slot or SD. Makes more sense narratively and eliminates the strategy of saving those resources for crits. (A strategy some find overpowered but I think is rather overrated, so meh, wouldn't miss it.)</p><p></p><p>4) Rogues being able to Sneak Attack with light weapons, even if they aren't finesse. A whack to the head with a club is as iconic a Sneak Attack as anything and should be allowed as such.</p><p></p><p>5) Rangers' favored terrain grants abilities based on the terrain they favor, but that can still be applied anywhere.</p><p></p><p>6) No Beast Master subclass. Just give Rangers a 2nd-level spell that allows them to bond with an animal and gives them a few bonuses, and if said animal dies, that same spell resurrects it.</p><p></p><p>7) Advanced and more powerful maneuvers for higher-level Battle Masters, perhaps those that take multiple dice to use.</p><p></p><p>8) Finesse weapons have a STR requirement to be used as finesse. For example, the dagger's finesse STR requirement could be fairly low (9), a shortsword somewhat higher (11) and the rapier taxing (13). It could even open the door for the longsword to be finessed, but the STR requirement could be made really steep (15).</p><p></p><p>9) Ranged weapons have a STR requirement. If your STR is below the requirement, your attacks are at disadvantage.</p><p></p><p>10) Maybe have an option to cast Concentration spells without Concentration, but to do so you have to cast it two spell levels higher? So apply the Bestow Curse model to general spellcasting. And that requirement would stack on top of a typical upcasting, so a non-Concentration 2nd-level Bless for example takes a 4th-level slot to cast.</p><p></p><p>11) Just bring back the proper surprise round. Seriously.</p><p></p><p>12) Designate an "off-hand" property on certain 1d4 weapons like daggers. Allowing an off-hand attack even if the main weapon isn't light. Thus actually allowing the classic rapier or longsword + dagger combination to function without a feat.</p></blockquote><p></p>
[QUOTE="Gladius Legis, post: 7791599, member: 68748"] In general, I'm also in the camp that would want a 6e to be more of a 5.5, or an "Advanced" 5e. Things I've thought about that I'd like to see: 1) Every class, in addition to their class skills and proficiencies, gets to Expertise 1 proficient class skill at Lv. 1. [I]And only 1[/I]. Rogues' and Bards' Expertise features stay as they are, that just means they get to Expertise many more skills than everyone else. That still allows the skill monkey classes their purpose, while also fixing certain iniquities such as Wizards not being the best at Arcana, or Clerics at Religion, Druids at Nature, Fighters and Barbarians at Athletics, and such. 2) All subclasses gained at Lv. 1. Adjust other early-level feature gains as necessary in all classes to accomodate that. 3) Things like Paladin Divine Smite and Battle Master Superiority Dice work like 4e Reliable powers. i.e., declare the Smite or maneuver before the attack, but if you don't hit you don't use up your spell slot or SD. Makes more sense narratively and eliminates the strategy of saving those resources for crits. (A strategy some find overpowered but I think is rather overrated, so meh, wouldn't miss it.) 4) Rogues being able to Sneak Attack with light weapons, even if they aren't finesse. A whack to the head with a club is as iconic a Sneak Attack as anything and should be allowed as such. 5) Rangers' favored terrain grants abilities based on the terrain they favor, but that can still be applied anywhere. 6) No Beast Master subclass. Just give Rangers a 2nd-level spell that allows them to bond with an animal and gives them a few bonuses, and if said animal dies, that same spell resurrects it. 7) Advanced and more powerful maneuvers for higher-level Battle Masters, perhaps those that take multiple dice to use. 8) Finesse weapons have a STR requirement to be used as finesse. For example, the dagger's finesse STR requirement could be fairly low (9), a shortsword somewhat higher (11) and the rapier taxing (13). It could even open the door for the longsword to be finessed, but the STR requirement could be made really steep (15). 9) Ranged weapons have a STR requirement. If your STR is below the requirement, your attacks are at disadvantage. 10) Maybe have an option to cast Concentration spells without Concentration, but to do so you have to cast it two spell levels higher? So apply the Bestow Curse model to general spellcasting. And that requirement would stack on top of a typical upcasting, so a non-Concentration 2nd-level Bless for example takes a 4th-level slot to cast. 11) Just bring back the proper surprise round. Seriously. 12) Designate an "off-hand" property on certain 1d4 weapons like daggers. Allowing an off-hand attack even if the main weapon isn't light. Thus actually allowing the classic rapier or longsword + dagger combination to function without a feat. [/QUOTE]
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