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D&D 6th edition - What do you want to see?
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<blockquote data-quote="Ratskinner" data-source="post: 7792021" data-attributes="member: 6688937"><p>Hmmm....I'm not looking for a 6e anytime soon. So I think I'll split my thoughts into two sections:</p><p></p><p><strong>"Minor" revisions</strong></p><p>Fix the resource recovery methods so all classes work on the same (or very similar) schedule. I've seen too many paladin novas for my taste.</p><p></p><p>More "martial" classes and options. Seems like everyone is a spellcaster...that seems odd to me.</p><p></p><p>Make skills and backgrounds more like 13th Age's</p><p></p><p>Make monsters and monster design work more like 4e, even if the combat system doesn't support all the detail.</p><p></p><p><strong>"Major" revisions</strong></p><p>Lower HP totals and progression. Including damage.</p><p> Key more spell effects to damage, like Sleep in 5e. If HP are supposed to be such an abstraction, use it more like one.</p><p>Bake damage factors into classes, rather than by weapon or spell. (see 13th Age)</p><p>Replace Wisdom with Perception, and make the three mental stats work in conjunction with each other like the physical stats do for combat. (some spells or actions working on each of the three, rather than having each class take one as their primary.</p><p>Replace Intelligence with Learning or Lore. Let the player's intelligence determine their ability to solve problems, puzzles, and traps. But the character can know a great deal about the world that the player might not.</p><p>Do a lot of the stuff that the Dungeon Craft Youtube channel suggests.</p><p> drop initiative</p><p> make spells less complicated</p><p>Shift to an overall less complicated system informed by Index Card RPGs innovations for DC, and conflict resolution, etc.</p><p> at the very least, institute some sort of countdown mechanics or clock for non-combat conflicts (see PbtA, BitD, and ICRPG).</p><p></p><p>dunno how much that would look like D&D when its done.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7792021, member: 6688937"] Hmmm....I'm not looking for a 6e anytime soon. So I think I'll split my thoughts into two sections: [B]"Minor" revisions[/B] Fix the resource recovery methods so all classes work on the same (or very similar) schedule. I've seen too many paladin novas for my taste. More "martial" classes and options. Seems like everyone is a spellcaster...that seems odd to me. Make skills and backgrounds more like 13th Age's Make monsters and monster design work more like 4e, even if the combat system doesn't support all the detail. [B]"Major" revisions[/B] Lower HP totals and progression. Including damage. Key more spell effects to damage, like Sleep in 5e. If HP are supposed to be such an abstraction, use it more like one. Bake damage factors into classes, rather than by weapon or spell. (see 13th Age) Replace Wisdom with Perception, and make the three mental stats work in conjunction with each other like the physical stats do for combat. (some spells or actions working on each of the three, rather than having each class take one as their primary. Replace Intelligence with Learning or Lore. Let the player's intelligence determine their ability to solve problems, puzzles, and traps. But the character can know a great deal about the world that the player might not. Do a lot of the stuff that the Dungeon Craft Youtube channel suggests. drop initiative make spells less complicated Shift to an overall less complicated system informed by Index Card RPGs innovations for DC, and conflict resolution, etc. at the very least, institute some sort of countdown mechanics or clock for non-combat conflicts (see PbtA, BitD, and ICRPG). dunno how much that would look like D&D when its done. [/QUOTE]
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