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D&D 6th edition - What do you want to see?
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<blockquote data-quote="bmfrosty" data-source="post: 7796152" data-attributes="member: 6788547"><p>The core rules are great. I wouldn't do much more to them than restate them and reorganize them slightly.</p><p></p><p>I'd turn feats and multiclassing off by default. Make them very distinctly an optional rule to the point of having them not available or restricted in AL play.</p><p></p><p>I'd also work in more optional rules and give them distinct names. For example we have a rule for Critical Hits. I could see two more variations on that - one being the max dice + dice version - call that the "Perkins Crit" (or whatever) - and I could see also having a crit table to roll a d20 on - call that a "Table Crit". Having specific names for them would give a universal shorthand to it.</p><p></p><p>I'd include a glossary of terms and keywords as well. The rules have rules for how to read them, but I haven't run into them while reading the book.</p><p></p><p>I'd work out a way to deduplicate proficiencies given by class, race, and background.</p><p></p><p>The math in the game is pretty great, so I wouldn't mess with it.</p><p></p><p>I think the biggest thing that I would want worked on would be the classes themselves. Every class could use some rework. Not necessarily major, but often minor. Take this rule for the Monk:</p><p></p><p>"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property."</p><p></p><p>Change that to:</p><p></p><p>"At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are weapons that you are proficient with that don’t have the two-handed or heavy property."</p><p></p><p>And it means that your Monk can use Darts as Monk Weapons. You can use a Sun Sword as a monk weapon.</p><p></p><p>All it does is add some D8 weapons to the list which is a small change in the math in levels 1-10, but opens up the opportunities for flavor.</p></blockquote><p></p>
[QUOTE="bmfrosty, post: 7796152, member: 6788547"] The core rules are great. I wouldn't do much more to them than restate them and reorganize them slightly. I'd turn feats and multiclassing off by default. Make them very distinctly an optional rule to the point of having them not available or restricted in AL play. I'd also work in more optional rules and give them distinct names. For example we have a rule for Critical Hits. I could see two more variations on that - one being the max dice + dice version - call that the "Perkins Crit" (or whatever) - and I could see also having a crit table to roll a d20 on - call that a "Table Crit". Having specific names for them would give a universal shorthand to it. I'd include a glossary of terms and keywords as well. The rules have rules for how to read them, but I haven't run into them while reading the book. I'd work out a way to deduplicate proficiencies given by class, race, and background. The math in the game is pretty great, so I wouldn't mess with it. I think the biggest thing that I would want worked on would be the classes themselves. Every class could use some rework. Not necessarily major, but often minor. Take this rule for the Monk: "At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property." Change that to: "At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are weapons that you are proficient with that don’t have the two-handed or heavy property." And it means that your Monk can use Darts as Monk Weapons. You can use a Sun Sword as a monk weapon. All it does is add some D8 weapons to the list which is a small change in the math in levels 1-10, but opens up the opportunities for flavor. [/QUOTE]
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