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How I would do 6E.
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<blockquote data-quote="DeviousQuail" data-source="post: 9837845" data-attributes="member: 7025431"><p>1. Complexity</p><p>I think my 6e lands between 5e and Level Up. Probably closer to the 5e end of the spectrum.</p><p></p><p>2. Level Breakdown</p><p>It would be 20 levels split into two sections. 1-10 would be a single path of advancement similar to how 5e does it. 11-20 would have multiple paths of advancement.</p><p></p><p>Using the 5e Wizard as an benchmark my 6e Wizard would progress in a similar fashion for the first 10 levels. At level 11 the 6e Wizard would choose between something like metamagic, mastery, or multitudes (I do not apologize for the alliteration). Metamagic goes down the path of augmenting your spells in new ways, mastery treats some spells as always prepared and gets extra castings or more consistent results, and multitudes allows the wizard to dip into one or more wizard subclasses other than their own. It may not be those exact three, but you get the idea: branching chassis' at 11.</p><p></p><p>3. Subclasses </p><p>Keeping them and devoting a bit more of the character advancement space to them than 5e. Bards are wack for only having three levels of archetype features. Give me 6 at least.</p><p></p><p>Also, when I release a new book with more subclasses I'm doing it right. That upcoming Dragons & Giants book? It contains a dragon AND giant themed subclass for EVERY class that doesn't already have one. Dragon clerics and giant rangers here we come.</p><p></p><p>4. Hit Points and Damage</p><p>I'd like a higher starting HP and slower increases. A commoner should be 8-12 HP, 10-20 HP for 1st level adventurers, and 70-120 for 20th level adventurers. Damage starts similar to 5e, but scales a bit slower.</p><p></p><p>5. Advantage/Disadvantage and Bonus/Penalty</p><p>B/P is mechanically identical to Adv/Dis. However, the two sets don't directly interact. Adv isn't canceled by a Penalty. Adv can stack with a Bonus. You get the idea. The only difference is where they take place in the rules of the game. Bonus/Penalty are mostly gained by features. Adv/Dis are mostly gained by game mechanics and DM discretion. </p><p></p><p>Applied to 5e this would be like granting Advantage to melee attacking a prone creature, a Bonus to a barbarian using reckless attack, a Penalty to a creature's next attack roll after being hit with Viscious Mockery, or Disadvantage on an Persuasion check because you haven't bathed in a week.</p><p></p><p>6. Proficiency</p><p>I like proficiency and what it represents in the game. My issue is we could do so much more with it. I want Untrained (0), Novice (.5x prof), Proficient (scaling amount), Expert (1.5x prof), and Master (2x prof). 5e barely uses .5x prof and I can't think of any time where 1.5x prof appears. I believe this can provide some serious mechanical depth without adding much complexity.</p><p></p><p>7. Spells and Rituals</p><p>I'd like to see a greater distinction between these two areas of magic. Spells are quick and dirty magic. Anything with a casting time of a minute or less as a rule of thumb. Rituals are for workings of magic that take time, material resources, and have more leeway built into the outcome. </p><p></p><p>8. No Free Magic</p><p>Many cantrips get folded into leveled spells (with reworks as necessary). Magical implements take the place of combat cantrips and require spell slots or rituals to regain charges. I don't want to go back to clerics breaking out slings when they're tapped on spell slots. But, no more unlimited cantrip nonsense either.</p><p></p><p>9. Tiered Conditions</p><p>They don't all have to be tiered the same, but I'd like weaker versions of some conditions. Prone -> pinned, grappled -> restrained, charmed -> dominated -> enthralled, frightened -> turned -> banished, dazed -> stunned -> paralyzed, poisoned -> withering, etc. Let them build off each other and have features that can move someone up or down a condition tier.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9837845, member: 7025431"] 1. Complexity I think my 6e lands between 5e and Level Up. Probably closer to the 5e end of the spectrum. 2. Level Breakdown It would be 20 levels split into two sections. 1-10 would be a single path of advancement similar to how 5e does it. 11-20 would have multiple paths of advancement. Using the 5e Wizard as an benchmark my 6e Wizard would progress in a similar fashion for the first 10 levels. At level 11 the 6e Wizard would choose between something like metamagic, mastery, or multitudes (I do not apologize for the alliteration). Metamagic goes down the path of augmenting your spells in new ways, mastery treats some spells as always prepared and gets extra castings or more consistent results, and multitudes allows the wizard to dip into one or more wizard subclasses other than their own. It may not be those exact three, but you get the idea: branching chassis' at 11. 3. Subclasses Keeping them and devoting a bit more of the character advancement space to them than 5e. Bards are wack for only having three levels of archetype features. Give me 6 at least. Also, when I release a new book with more subclasses I'm doing it right. That upcoming Dragons & Giants book? It contains a dragon AND giant themed subclass for EVERY class that doesn't already have one. Dragon clerics and giant rangers here we come. 4. Hit Points and Damage I'd like a higher starting HP and slower increases. A commoner should be 8-12 HP, 10-20 HP for 1st level adventurers, and 70-120 for 20th level adventurers. Damage starts similar to 5e, but scales a bit slower. 5. Advantage/Disadvantage and Bonus/Penalty B/P is mechanically identical to Adv/Dis. However, the two sets don't directly interact. Adv isn't canceled by a Penalty. Adv can stack with a Bonus. You get the idea. The only difference is where they take place in the rules of the game. Bonus/Penalty are mostly gained by features. Adv/Dis are mostly gained by game mechanics and DM discretion. Applied to 5e this would be like granting Advantage to melee attacking a prone creature, a Bonus to a barbarian using reckless attack, a Penalty to a creature's next attack roll after being hit with Viscious Mockery, or Disadvantage on an Persuasion check because you haven't bathed in a week. 6. Proficiency I like proficiency and what it represents in the game. My issue is we could do so much more with it. I want Untrained (0), Novice (.5x prof), Proficient (scaling amount), Expert (1.5x prof), and Master (2x prof). 5e barely uses .5x prof and I can't think of any time where 1.5x prof appears. I believe this can provide some serious mechanical depth without adding much complexity. 7. Spells and Rituals I'd like to see a greater distinction between these two areas of magic. Spells are quick and dirty magic. Anything with a casting time of a minute or less as a rule of thumb. Rituals are for workings of magic that take time, material resources, and have more leeway built into the outcome. 8. No Free Magic Many cantrips get folded into leveled spells (with reworks as necessary). Magical implements take the place of combat cantrips and require spell slots or rituals to regain charges. I don't want to go back to clerics breaking out slings when they're tapped on spell slots. But, no more unlimited cantrip nonsense either. 9. Tiered Conditions They don't all have to be tiered the same, but I'd like weaker versions of some conditions. Prone -> pinned, grappled -> restrained, charmed -> dominated -> enthralled, frightened -> turned -> banished, dazed -> stunned -> paralyzed, poisoned -> withering, etc. Let them build off each other and have features that can move someone up or down a condition tier. [/QUOTE]
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