D&D 5E (2024) How I would do 6E.

Well I was answering the question how I would do it. Each to his own I guess

The 3 low magic 5E campaigns I have played in were the most dissatisfying 5E campaigns I have tried as a player, and they don't rank highly among the other players in the gaming group that did two of them with me. The DM liked them, but pretty much after the second one the players said we were not doing that any more.

Whats your idea of low magic?

Im close to DMG guidelines, vendors sell basic magic weapons and armor (common and uncommon +1 generally) and curated lists of uncommon and rares.

You'll vs able to buy something decent maybe not exactly what you want. Dont treat the DMG as a shopping cart basically.
 

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Remove Bonus Actions.

Roll most "bonus actions" things into Action or Movement.

Like

  • no TWF without Nick.
  • Misty Step is not action but the core 1 slot per turn rule limits it.
  • Summons and Companions require a Command action or spending an attack.
  • Rage costs no action
 

Ideally I'd like 6e to be grittier, less magic, and a lower power level. It's easy to 'add' power through additional rules and supplements, but removing power below the baseline isn't nearly so easy.

Overall I feel the base 5e 'game engine' is pretty solid. It's just what's built on that is what I dislike. Ideally 6e would have more streamlined and easy options for people who don't like mechanics, while also having more build options than 5e for people that want that.

I'd probably have a 'starter set' with 'warrior, mage, and thief' classes. These would be extremely basic but similar in power level to the proper classes. Then the PHB would have ~8 classes with more mechanical depth and choice to play with.
 

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