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General Tabletop Discussion
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How I would do 6E.
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<blockquote data-quote="Steampunkette" data-source="post: 9875855" data-attributes="member: 6796468"><p>1) Universal Archetype Levels. Not "Everyone uses the same archetypes" but everyone gets a ribbon feature at 1, core feature at 3, expansion at 6, flex at 9, improvement at 11, and capstone at 14. If someone wants to be an Eldritch Knight Wizard and re-arranges some stuff that's on them.</p><p></p><p>2) "Turns" are no longer 6 seconds. They're 6 seconds in combat, 1 minute in social situations, 10 minutes in city-scapes and dungeon exploration, 1 hour in shopping or exploring larger areas than dungeon rooms, 1 day in overland travel, and 1 week in downtime. Looking for secret doors, traps, and treasures? 10 minutes. So the Wizard can spend those 10 minutes ritual-casting Detect Magic, too.</p><p></p><p>3) "Chase" type rules apply to the turns structure. In a social situation you use the chase rules to try and avoid someone you don't want to talk to, including introducing annoying people to talk at them instead of pulling over applecarts. It can take weeks to chase someone down in a big city, hours if you know what part of town they're in, and minutes even if you're in the same building. Giving them precious seconds for combat...</p><p></p><p>4) "Rests" are just as flexible as turns, but are limited. Can't rest in combat, but in social situations a short rest is 2 minutes in private, long rest is 10 minutes in private. Go hide in the bathroom and recharge your social batteries. In dungeons it's a 30 minute short rest and a 4 hour long rest.</p><p></p><p>5) You get 2 short rests for every long rest and you can't long rest 'til you've used both short rests. How does that work for Overland? You get short rests every day while overland traveling by breaking for lunch and dinner, and a long rest is overnight sleep. Forced Marches mean you forgo taking one or both short rests, so you wind up getting only the short rest benefit overnight. Next day you get another short rest in at lunch or dinner... unless you forced march, again, and then the next night's a short rest. THEN the third day you get a long rest as you collapse from exhaustion into your bedroll.</p><p></p><p>6) Everyone gets short-rest mechanical recovery. Not -everything-, but some stuff. Recovering your level in spell slots worth no more than 1/3rd your level, recovering all exertion, recovering some class features.</p><p></p><p>7) Combat maneuver stuff for Martials. A5e does a good job of it, and I like the implementation, but I think there needs to be an "Easy Mode" option that translates exertion into simple, straightforward, bonuses you can spend.</p><p></p><p>8) 3/4 casters. It can be done. It's pretty sexy stuff. Artificers, Bards, Druids, and Sorcerers fit the bill, with Sorcerers getting "Limit Break" style abilities early on to cast above and beyond their current highest spell slot through Sorcery points.</p><p></p><p>9) Everyone gets more skills. "But Rogues!" can still be the best at skills. And bards can have lots of half-bonuses. But even the lowliest farmer has to be able to do 5-6 things competently to plow their fields, plant their crops, watch for trouble, tend the animals, hunt for weeds, bring in the harvest, and sell it.</p><p></p><p>10) Everyone gets Social Features built into their class.</p><p></p><p>11) Everyone gets exploration benefits built into their class.</p><p></p><p>12) Less spell slots for everyone but Warlocks. Specifically the lower-level spell slots start falling off your available spell slots. "But that's not fair!" sure it is. Some of those spells (Magic Missile, Light, Sleep, Etc) become Cantrips after you hit level 10. You can still upcast them with 2nd level or higher spell slots, but you can always throw 3d4+3 unerring damage if you pick it as a cantrip. Or do a Burning Hands, no skin off my nose. This is all roughly on par with Cantrip Scaling. 3d4+3 averages 10.5. Firebolt at level 10 is 2d10 or an average of 11.</p><p></p><p>13) Some spell rejiggering. Damage needs some smoothing out in the progression of spells, some stuff needs its level adjusted, some stuff needs to be curtailed a bit more, and Save or Suck needs to be retooled for both sides of the equation.</p><p></p><p>14) Overland and Exploration systems. There's 3 pillars, and they should all be supported.</p><p></p><p>15) Social and Status systems. There's 3 pillars and they should all be supported.</p><p></p><p>16) Unique Spell Lists. There can be -some- overlap... but holy crap it shouldn't be a bucket you have to sift through, and some more stuff should be class-specific to maintain identity.</p><p></p><p>17) Paladin Smite Spells? Yes. Paladins burning Spells for Smites? No. Smiting should be separate from their casting abilities and plentiful. Every Crit, for example, should have baked-in smiting benefits, and then the ability to burn Smite uses. And later, constant +1d8 radiant.</p><p></p><p>18) Paladin Aura Spells? 1,000%! Spells that improve their aura's range or benefit. Spells that add new benefits to their aura. Spells that allow them to temporarily change their aura, entirely, based on the needs of the situation they're in.</p><p></p><p>19) Cure Wounds is Cleric Only, 2d8+Mod. Bards, Clerics, Druids, and Paladins get Healing Word. 2d6+Mod. Healing Domain Cleric? Pick one of the dice you rolled for each level of the healing spell you just cast. It rolled the Maximum value.</p><p></p><p>20) Eldritch Blast is a class ability of Warlocks. It starts at 1d6+Cha Force Damage. Every 4 levels the die size increases. At levels 5, 11, and 17 you get another missile. By level 20 you're throwing four 2d6+Cha Eldritch Blasts. Invocations make it more useful, and accurate. </p><p></p><p>21) Bladelocks are like Warlock Monks and 'Eldritch Blast' through their weapon, dealing either the weapon's damage or the Eldritch Blast's damage, whichever is higher, while benefiting from the weapon's enchantments and any invocations normally.</p><p></p><p>22) Light armor is +Dex. Medium Armor is +Con. Heavy Armor is +Str. Always use your full mod, and the Medium and Heavy armor base values are lowered, but provide higher maximums than Light (and heavy more than medium). Class Features can change those values around. Like a Cleric using +Wis unarmored/light, light/medium, or medium/heavy depending on which class feature they pick.</p><p></p><p>23) Guns are slightly stronger Crossbows just like Crossbows are slightly stronger Bows. It's a game, not a reality-simulator.</p><p></p><p>The list goes on and on and on and on...</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9875855, member: 6796468"] 1) Universal Archetype Levels. Not "Everyone uses the same archetypes" but everyone gets a ribbon feature at 1, core feature at 3, expansion at 6, flex at 9, improvement at 11, and capstone at 14. If someone wants to be an Eldritch Knight Wizard and re-arranges some stuff that's on them. 2) "Turns" are no longer 6 seconds. They're 6 seconds in combat, 1 minute in social situations, 10 minutes in city-scapes and dungeon exploration, 1 hour in shopping or exploring larger areas than dungeon rooms, 1 day in overland travel, and 1 week in downtime. Looking for secret doors, traps, and treasures? 10 minutes. So the Wizard can spend those 10 minutes ritual-casting Detect Magic, too. 3) "Chase" type rules apply to the turns structure. In a social situation you use the chase rules to try and avoid someone you don't want to talk to, including introducing annoying people to talk at them instead of pulling over applecarts. It can take weeks to chase someone down in a big city, hours if you know what part of town they're in, and minutes even if you're in the same building. Giving them precious seconds for combat... 4) "Rests" are just as flexible as turns, but are limited. Can't rest in combat, but in social situations a short rest is 2 minutes in private, long rest is 10 minutes in private. Go hide in the bathroom and recharge your social batteries. In dungeons it's a 30 minute short rest and a 4 hour long rest. 5) You get 2 short rests for every long rest and you can't long rest 'til you've used both short rests. How does that work for Overland? You get short rests every day while overland traveling by breaking for lunch and dinner, and a long rest is overnight sleep. Forced Marches mean you forgo taking one or both short rests, so you wind up getting only the short rest benefit overnight. Next day you get another short rest in at lunch or dinner... unless you forced march, again, and then the next night's a short rest. THEN the third day you get a long rest as you collapse from exhaustion into your bedroll. 6) Everyone gets short-rest mechanical recovery. Not -everything-, but some stuff. Recovering your level in spell slots worth no more than 1/3rd your level, recovering all exertion, recovering some class features. 7) Combat maneuver stuff for Martials. A5e does a good job of it, and I like the implementation, but I think there needs to be an "Easy Mode" option that translates exertion into simple, straightforward, bonuses you can spend. 8) 3/4 casters. It can be done. It's pretty sexy stuff. Artificers, Bards, Druids, and Sorcerers fit the bill, with Sorcerers getting "Limit Break" style abilities early on to cast above and beyond their current highest spell slot through Sorcery points. 9) Everyone gets more skills. "But Rogues!" can still be the best at skills. And bards can have lots of half-bonuses. But even the lowliest farmer has to be able to do 5-6 things competently to plow their fields, plant their crops, watch for trouble, tend the animals, hunt for weeds, bring in the harvest, and sell it. 10) Everyone gets Social Features built into their class. 11) Everyone gets exploration benefits built into their class. 12) Less spell slots for everyone but Warlocks. Specifically the lower-level spell slots start falling off your available spell slots. "But that's not fair!" sure it is. Some of those spells (Magic Missile, Light, Sleep, Etc) become Cantrips after you hit level 10. You can still upcast them with 2nd level or higher spell slots, but you can always throw 3d4+3 unerring damage if you pick it as a cantrip. Or do a Burning Hands, no skin off my nose. This is all roughly on par with Cantrip Scaling. 3d4+3 averages 10.5. Firebolt at level 10 is 2d10 or an average of 11. 13) Some spell rejiggering. Damage needs some smoothing out in the progression of spells, some stuff needs its level adjusted, some stuff needs to be curtailed a bit more, and Save or Suck needs to be retooled for both sides of the equation. 14) Overland and Exploration systems. There's 3 pillars, and they should all be supported. 15) Social and Status systems. There's 3 pillars and they should all be supported. 16) Unique Spell Lists. There can be -some- overlap... but holy crap it shouldn't be a bucket you have to sift through, and some more stuff should be class-specific to maintain identity. 17) Paladin Smite Spells? Yes. Paladins burning Spells for Smites? No. Smiting should be separate from their casting abilities and plentiful. Every Crit, for example, should have baked-in smiting benefits, and then the ability to burn Smite uses. And later, constant +1d8 radiant. 18) Paladin Aura Spells? 1,000%! Spells that improve their aura's range or benefit. Spells that add new benefits to their aura. Spells that allow them to temporarily change their aura, entirely, based on the needs of the situation they're in. 19) Cure Wounds is Cleric Only, 2d8+Mod. Bards, Clerics, Druids, and Paladins get Healing Word. 2d6+Mod. Healing Domain Cleric? Pick one of the dice you rolled for each level of the healing spell you just cast. It rolled the Maximum value. 20) Eldritch Blast is a class ability of Warlocks. It starts at 1d6+Cha Force Damage. Every 4 levels the die size increases. At levels 5, 11, and 17 you get another missile. By level 20 you're throwing four 2d6+Cha Eldritch Blasts. Invocations make it more useful, and accurate. 21) Bladelocks are like Warlock Monks and 'Eldritch Blast' through their weapon, dealing either the weapon's damage or the Eldritch Blast's damage, whichever is higher, while benefiting from the weapon's enchantments and any invocations normally. 22) Light armor is +Dex. Medium Armor is +Con. Heavy Armor is +Str. Always use your full mod, and the Medium and Heavy armor base values are lowered, but provide higher maximums than Light (and heavy more than medium). Class Features can change those values around. Like a Cleric using +Wis unarmored/light, light/medium, or medium/heavy depending on which class feature they pick. 23) Guns are slightly stronger Crossbows just like Crossbows are slightly stronger Bows. It's a game, not a reality-simulator. The list goes on and on and on and on... [/QUOTE]
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