D&D 5E (2024) How I would do 6E.

Essentials was probably too late (and within 4E concept of balance, I think they're problematic. The moment not everyone has encounters and dailies, you risk getting into balance issues between 1 combat per extended rest and 8 combats per extended rest. But personally, I'd ditch "daily" combat powers anyway.)
The exact same balance issues 5e has already as well. Just that casters have 3 daily powers from level 1 not 9.

Also there is only 1 concept of balance, you can judt care about (4e) or not (5e)
 

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I think there exists a path where D&D is made into a more focused, defined game while still retaining almost all of its current player base.

I'm not saying I know that path, or that I think it will be discovered, but I think the possibility exists.
It's an easy path to make.

The designers would just have to be willing to and allowed to design stuff they personally don't like but others would.

Like some people dont like the idea of a at will blast caster. But a caster that primarily casts cantrips and occasionally casts a spell with their single spell slot is an easy way to introduce and teach spellcadting to new players and let a low energy player dabble with magic.

Or you could do regulate spell casting races and resource using origins to the Advanced book. Wood Elves in the Basic Set. High Elves and Dark Elves in the Advanced set. Sea Elves and Half Elves in Setting books.

To me, it has always been a will and resource problem.
 


I love 5e24.

For an e34, if a updated game engine is worthwhile then, fix the ability scores. Eight abilities are:

Strength-Constitution
Dexterity-Athletics
Intelligence-Perception
Charisma-Wisdom
why not only 4?

STR: melee attacks and damage, body(fortitude saves), armor limit
DEX: finesse and ranged attack and damage, AC, evasion(reflex) saves, dex skills
WILLpower: magic attack, damage and DC, mind(Will) saves
CUNNing: Initiative, bonus skills, all current int, wis and cha skills.
 

The game was designed to have 4-5 round combst because if combat is too short there will be no tactic in it. Just bursting down enemies. (See 5e problem).

This has nothing to do with classes being weak. Level 1 4E is the same power level as level 3 5E. With your logic if you would die during initiative roll, you would have really strong classes because combat is fast.


Sure if you dont enjoy tactic and just want to burst things down 5e short combat is better, but short combat does not mean stronger classes.


Also good players in 4e who optimize a lot still have short combats, if they draw out a lot it means badly optimized players or a bad GMs/adventurers.

That's the default expectation now. Theyre not going to slow combat down. Across the board.
They could have some better designed monsters within the D&D ecosystem so one could build a longer combat if required. Thinking boss fights not default 1 hour combats.

5.t gets close and the ingredients are there. They're just scattered across the various 5E books.

I would poll for issues like this though pointing out pros and cons. 5.5 monsters (new) are a lot tougher than updated 5.0 monsters. Alot of the good defenses are clustered on CR21+ critters.
 

That's the default expectation now. Theyre not going to slow combat down. Across the board.
They could have some better designed monsters within the D&D ecosystem so one could build a longer combat if required. Thinking boss fights not default 1 hour combats.
Nah.

People want D&D fights to be 3-6 rounds.

The problem is that the base is addicted to overpowered magic and taking complex options.

"Given the opportunity, players will optimize the fun out of a game"

Fans want fast turns and 5 round combats. But they also want slow drags or OP BS.

I almost think they should go back to having the Next idea if specialties. But go further.

You only get 3 power feats.
  • 1 Origin Feat
  • 1 General Specialization feat
  • 1 Epic Boon
All other "feats" are optional. Go back to only ASI. Extra Origin, Specialization, or Epic Boon are bonuses from the DM, alternative treasure, downtime or stronghold bonuses, or setting assumptions (bonus Origin feat in Dark Sun. Dragon mark feats in Eberron.)

Classes, subclasses, and species are streamlined and sped up. If you want to have tons of options on your turn, there are High Complexity classes like wizard or druid for those who can handle it.

Let's stop handing the slow player the complex wizard if they want to be a magic person dangnabbit. Let's make a cantrip caster. Let's put the pressure on the slot caster to know their stuff and be fast. Thats how I'd design the game.
 

I hope 6e is closer to a Heroic shadowdark than 3rd or 4th edition.

WotC should aim for low friction, not system mastery. 6e should have fast onboarding, fewer rules interactions to memorize, minimal math and bonuses. It should adopt close, near, far from other systems to limit the need for a VTT. And it's math should be simple so as to enable homebrew to be easily balanced, and allow easy modularity.

If players wanted the mechanical depth and balance many in this thread suggest, PF2 would be gaining players at a much faster rate. Instead the fastest growing third party systems are almost all comparatively rules-lite, or heavily narrative focus. They should be looking to Daggerheart and Shadowdark, not prior editions.
 

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