D&D General Ditching Archetypes 6E?

Zardnaar

Legend
6E or homebrew.
So I'e started a stretching Bounded accuracy thread. This one's about conceptually ditching archetypes. Main reason is you're the one writing this and its more work.

Do you prefer a one true way design a'la OSR/Shadowdark or something sort of build options (feats, talent tree, powers, invocations etc). Keep in mind you're the one writing it. More options more work and complexity. (4 classes to lvl 5 would be a decent start point imho).

If things go well might do monsters or feats concepts next weekend.
 

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I liked SWSE's talent trees and feats approach. I had been hoping D&D 4e would go the same route. That's probably what I would do if I was writing 6e.
 

6E or homebrew.
So I'e started a stretching Bounded accuracy thread. This one's about conceptually ditching archetypes. Main reason is you're the one writing this and its more work.

Do you prefer a one true way design a'la OSR/Shadowdark or something sort of build options (feats, talent tree, powers, invocations etc). Keep in mind you're the one writing it. More options more work and complexity. (4 classes to lvl 5 would be a decent start point imho).

If things go well might do monsters or feats concepts next weekend.

For a 6e, I believe some assumptions of D&D need to be maintained, especially for the "5e was my first D&D" cohort.

Ancestry, Class, Subclass, Feats, is how I would do it.
 

I liked SWSE's talent trees and feats approach. I had been hoping D&D 4e would go the same route. That's probably what I would do if I was writing 6e.

Yeah my current 5E reforged homebrew is very SWSE inspired right down to some borrowed talent trees. A few are basically 5E archetypes.

Also kinda wish evolved 5E went in that direction. Trained +5, skill focus+5 is a bit much imho.
 

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