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How I would do 6E.
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<blockquote data-quote="Rainbow Scissors" data-source="post: 9840310" data-attributes="member: 7052820"><p>I think that, overall, I agree that the general concept of anime has become more mainstream. However, in terms of "wuxia" and such, I think the pendulum is swinging back the other direction and has been for a little while.</p><p></p><p>Much of the discussion that I see as to why some OSR games have gained moment is because they did not continue down the modern D&D path of pew-pew laser magic and kewl power (spelling used for dramatic effect to emphasize common complaints about WoTC's D&D, not to be derogatory to those who like anime.) By the time a 6E would be released, designing for that style would be designing a game that I believe would already be catering to an outdated style by the time it hits store shelves.</p><p></p><p>I believe you could still accomplish some of those alternative ideas by embracing less wuxia rather than more. Instead of powers and anime manouvers, warriors could push themselves with grit and determination. Mechanically, that might mean taking on fatigue or some other sort of temporary penalty for a risk/reward relationship with greater effects. Earlier in the thread, I had mentioned being able to sacrifice proficiency dice size (assuming dice were used instead of a flat bonus) in exchange for extra effects.</p><p></p><p>However, for that to be meaningful at the table, it also needs to be balanced out by reigning in some of D&D's magic system. Bring back an element of uncertainty and mystery to magic. Baldur's Gate 3 -which is built using D&D 5e- did a really good job of adding those things and making the game world and the characters feel more like they actually embodied the features that the tabletop game claims to have but for which the tabletop game offers no support. I would like a 6E to go more in that direction. A warlock making a deal with a devil (or some other otherwordly patron) should mean having a cost. That should be especially true when asking for higher level world-changing effects. </p><p></p><p>I'm in the minority and this "wouldn't be D&D" to a lot of people, but I would increase casting times for higher level magic. To speed up casting, you could jointly cast with other mages (or cultists or whatever) in a ritual, burning lifeforce (either Hit Dice or taking on something like fatigue,) having a special material focus -or perhaps, for especially powerful things, all of those.</p></blockquote><p></p>
[QUOTE="Rainbow Scissors, post: 9840310, member: 7052820"] I think that, overall, I agree that the general concept of anime has become more mainstream. However, in terms of "wuxia" and such, I think the pendulum is swinging back the other direction and has been for a little while. Much of the discussion that I see as to why some OSR games have gained moment is because they did not continue down the modern D&D path of pew-pew laser magic and kewl power (spelling used for dramatic effect to emphasize common complaints about WoTC's D&D, not to be derogatory to those who like anime.) By the time a 6E would be released, designing for that style would be designing a game that I believe would already be catering to an outdated style by the time it hits store shelves. I believe you could still accomplish some of those alternative ideas by embracing less wuxia rather than more. Instead of powers and anime manouvers, warriors could push themselves with grit and determination. Mechanically, that might mean taking on fatigue or some other sort of temporary penalty for a risk/reward relationship with greater effects. Earlier in the thread, I had mentioned being able to sacrifice proficiency dice size (assuming dice were used instead of a flat bonus) in exchange for extra effects. However, for that to be meaningful at the table, it also needs to be balanced out by reigning in some of D&D's magic system. Bring back an element of uncertainty and mystery to magic. Baldur's Gate 3 -which is built using D&D 5e- did a really good job of adding those things and making the game world and the characters feel more like they actually embodied the features that the tabletop game claims to have but for which the tabletop game offers no support. I would like a 6E to go more in that direction. A warlock making a deal with a devil (or some other otherwordly patron) should mean having a cost. That should be especially true when asking for higher level world-changing effects. I'm in the minority and this "wouldn't be D&D" to a lot of people, but I would increase casting times for higher level magic. To speed up casting, you could jointly cast with other mages (or cultists or whatever) in a ritual, burning lifeforce (either Hit Dice or taking on something like fatigue,) having a special material focus -or perhaps, for especially powerful things, all of those. [/QUOTE]
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