D&D 5E Future UA may be Greyhawk Rules set


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I look forward to it. As 5e stands now, it's much more suited to high fantasy (and gonzo super-hero style fantasy) then gritty sword and sorcery, even using the alternative rest and healing rules. I wonder what changes he made, because to me most of that high fantasy stuff is baked into the classes themselves.
 

I'm really curious what kind of rules set it could be. Unlike Ebberon and Dragonlance, Greyhawk doesn't have anything that's "missing" from the existing rules set. If anything, DM's need to figure out what needs to be removed instead. I suppose "old school" type optional rules could be done, but most of that would be applicable to all AD&D style gaming, not just Greyhawk.

If I had a wishlist, it would be:
* Druidic (Flan) Bards
* Tallfellow Halflings
* Greyhawk Gnomes (as opposed to the Tinker Gnome in the PHB called Rock Gnomes and Forest Gnomes which aren't suppose to exist in Greyhawk)
* XP for Gold and Magic Items (reducing monster XP)
* Grey/Faerie Elves (rather than just High Elves)
* Valley Elves (rather than just High Elves)
Grugarch/Wild Elves (rather than just Wood Elves)
 

Some Greyhawk rules to consider:

1. XP for treasure
2. PCs do not get hit dice after 10th level; gain 1 or 2 hp/level depending on class
3. Stronghold, thieves' guild, wizard tower, etc. system for characters of "Name" level
4. Training (and spending money) to level
5. Revised ability score generation (either much lower point buy or 3d6 per ability)
6. Ability score requirements for PC classes
7. Alignment requirements for some PC classes (Lawful Good paladins, True Neutral druids, etc.)
8. Race-class combo limitations
9. Level limits for non-humans
 




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