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It's 2034, and the new PHB is in your hands.
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<blockquote data-quote="M_Natas" data-source="post: 9503414" data-attributes="member: 7025918"><p><strong>My vision for D&D 6th Edition: Simulationist Mechanics and Enhanced Customization</strong></p><p></p><p>With strategic trades using leveraged options to short Hasbro’s stock, I project that by 2030, I could achieve billionaire status and acquire Wizards of the Coast from Hasbro. As a billionaire, I wouldn’t need revenue from this investment, so my priority would be on making D&D accessible and driven by community creativity. All content would be released under Creative Commons, and I’d eliminate D&D Beyond, instead providing every book as a PDF and developing advanced computer tools that function offline for character creation, inventory management, and campaign planning.</p><p></p><p><strong>Goals for the 2034 Edition:</strong></p><p></p><p>1. Emphasis on Simulationist Mechanics: The new edition would prioritize realism in a fantasy setting, with detailed systems for tracking encumbrance, exhaustion, inventory, and other survival elements. Characters would need to manage food and water, with rules governing a functional fantasy economy, prices, and the value of goods and services. These mechanics would ground the gameplay, creating a richer, more immersive world.</p><p></p><p></p><p>2. Offline Tools and Resources: By eliminating the need for D&D Beyond, every book would be available as a DRM-free PDF. Players would have access to powerful, offline-compatible tools for PC creation, inventory, and campaign management, letting them enjoy the game even without internet access.</p><p></p><p></p><p></p><p><strong>Character Creation Framework</strong></p><p></p><p>In the new edition, character creation would include detailed, modular options to enrich backstory and personal history. Here’s how it would work:</p><p></p><p><strong>Bios (Species): </strong>This section includes only biologically relevant traits—creature type, size, age range, weight range, and speed, plus one major and two minor traits. For example, a player might choose a major trait that defines a core ability (e.g., darkvision) and two minor traits for flavor or specialized advantages. Mixed heritages would allow players to pick a major trait from one species and minor traits from another.</p><p></p><p><strong>Culture/Social Background:</strong> After defining species, players would then build out the character’s social background, broken into four categories:</p><p></p><p><strong>Upbringing/Social Background:</strong> The type of society they grew up in—Mountain Dweller, Harbor Town Resident, Village Kid, etc.—influencing specific skills and traits they gain.</p><p></p><p><strong>Vocation: </strong>What the character did as a trade or occupation before adventuring, granting additional skills and traits.</p><p></p><p><strong>Hobby/Personal Interest:</strong> A minor, flavor-driven trait that adds depth but isn’t necessarily mechanically powerful.</p><p></p><p><strong>Adventure Spark: </strong>The reason or event that inspired the character to take up adventuring, providing a trait tied to their motivation and enhancing roleplay.</p><p></p><p><strong>Languages</strong>: Every character would start with Common and at least one additional language based on their upbringing or home region (adjusted for setting).</p><p></p><p></p><p></p><p>After these choices, players would select a class. This new process encourages characters with layered backgrounds and histories, making each PC more than just a class-and-race combination.</p><p></p><p><strong>Class Overhauls</strong></p><p></p><p>The new class structure would add depth and variation, particularly for spellcasters, encouraging more specialization:</p><p></p><p><strong>Wizards</strong>: Wizard subclasses would be restructured around proficiency and expertise in specific schools of magic. Instead of eight subclasses tied to each school, the wizard class would feature two main options:</p><p></p><p><strong>Specialist</strong>: A Specialist wizard gains expertise in one school of magic (such as Evocation or Conjuration), enabling them to cast the highest-level spells in that school. This makes, for example, a conjurer truly focused on conjuration spells.</p><p></p><p><strong>Generalist</strong>: A Generalist wizard would have proficiencies across several schools but lack the highest-level spells, offering versatility rather than deep specialization.</p><p></p><p></p><p>This structure grounds the wizard’s identity in their mastery (or versatility) across schools, differentiating, for example, a master conjurer from a broadly skilled but less specialized generalist wizard. Some former subclass features could become spells instead. For a complete write-up on this reimagined wizard class, check out The Specialist Wizard: The Wizard 2.0: <a href="https://www.enworld.org/threads/the-specialist-wizard-the-wizard-2-0.700649/" target="_blank">D&D General - The Specialist Wizard - the Wizard 2.0</a></p><p></p><p><strong>Warlocks</strong>: Patrons would no longer be the rule for Warlocks, who would instead draw their magic from a variety of sources. Warlocks would become highly versatile spellcasters, defined by “Magical Secrets” that replace invocations and allow players to build power through three main paths:</p><p></p><p><strong>Learned Magic: </strong>Learning spells from unconventional sources like hedge witches or the black market, giving the Warlock a spellbook-free alternative to wizardry.</p><p></p><p><strong>Pact Magic: </strong>Making deals for specific powers, without requiring an exclusive relationship with one patron. This reflects the Warlock’s flexible and opportunistic nature.</p><p></p><p><strong>Mutation:</strong> Using potions, artifacts, and experimental magic to transform their own bodies, gaining unique abilities through magical mutations.</p><p></p><p></p><p>These three paths allow players to create anything from a traditional “pact Warlock” to a mutation-based spellcaster akin to a sorcerer. Magical Secrets would form feat chains, granting progressively more powerful abilities, embodying a character who pursues magic through any means necessary.</p><p></p><p><strong>Magesmith and Other Classes: </strong>While additional classes are in development, a new Magesmith class would focus on crafting and imbuing items with magic. Other ideas are still being refined but will emphasize unique class features to differentiate each playstyle.</p><p></p><p></p><p><strong>Additional Rule Changes</strong></p><p><strong></strong></p><p><strong>Crafting System Overhaul: </strong>Improved crafting rules would let players create magical items, potions, and equipment with a robust system that rewards resourcefulness and creativity.</p><p></p><p><strong>Revised Resting Mechanics: </strong>Instead of restoring all HP and spell slots after a long rest, characters would regain resources based on resting conditions. In the wilderness, only 10-30% of resources might return overnight, while resting in a safe, comfortable location could restore significantly more. This change encourages careful resource management and planning. (Found here: <a href="https://www.dmsguild.com/product/456636/Gradual-Gritty-Realism-Resting-rules-English-and-German---Deutsch-und-Englisch" target="_blank">Gradual Gritty Realism Resting rules (English and German / Deutsch und Englisch) - Dungeon Masters Guild | Dungeon Masters Guild</a> )</p><p></p><p><strong>Mana Potions: </strong>To support spellcasters, mana potions would become an option for replenishing spell slots, giving players more tactical choices during adventures.</p><p></p><p></p><p>With these changes, I envision a 6th Edition created by the best team money can buy, focusing on meaningful depth and player agency, turning D&D’s 2034 release into a true masterpiece.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9503414, member: 7025918"] [B]My vision for D&D 6th Edition: Simulationist Mechanics and Enhanced Customization[/B] With strategic trades using leveraged options to short Hasbro’s stock, I project that by 2030, I could achieve billionaire status and acquire Wizards of the Coast from Hasbro. As a billionaire, I wouldn’t need revenue from this investment, so my priority would be on making D&D accessible and driven by community creativity. All content would be released under Creative Commons, and I’d eliminate D&D Beyond, instead providing every book as a PDF and developing advanced computer tools that function offline for character creation, inventory management, and campaign planning. [B]Goals for the 2034 Edition:[/B] 1. Emphasis on Simulationist Mechanics: The new edition would prioritize realism in a fantasy setting, with detailed systems for tracking encumbrance, exhaustion, inventory, and other survival elements. Characters would need to manage food and water, with rules governing a functional fantasy economy, prices, and the value of goods and services. These mechanics would ground the gameplay, creating a richer, more immersive world. 2. Offline Tools and Resources: By eliminating the need for D&D Beyond, every book would be available as a DRM-free PDF. Players would have access to powerful, offline-compatible tools for PC creation, inventory, and campaign management, letting them enjoy the game even without internet access. [B]Character Creation Framework[/B] In the new edition, character creation would include detailed, modular options to enrich backstory and personal history. Here’s how it would work: [B]Bios (Species): [/B]This section includes only biologically relevant traits—creature type, size, age range, weight range, and speed, plus one major and two minor traits. For example, a player might choose a major trait that defines a core ability (e.g., darkvision) and two minor traits for flavor or specialized advantages. Mixed heritages would allow players to pick a major trait from one species and minor traits from another. [B]Culture/Social Background:[/B] After defining species, players would then build out the character’s social background, broken into four categories: [B]Upbringing/Social Background:[/B] The type of society they grew up in—Mountain Dweller, Harbor Town Resident, Village Kid, etc.—influencing specific skills and traits they gain. [B]Vocation: [/B]What the character did as a trade or occupation before adventuring, granting additional skills and traits. [B]Hobby/Personal Interest:[/B] A minor, flavor-driven trait that adds depth but isn’t necessarily mechanically powerful. [B]Adventure Spark: [/B]The reason or event that inspired the character to take up adventuring, providing a trait tied to their motivation and enhancing roleplay. [B]Languages[/B]: Every character would start with Common and at least one additional language based on their upbringing or home region (adjusted for setting). After these choices, players would select a class. This new process encourages characters with layered backgrounds and histories, making each PC more than just a class-and-race combination. [B]Class Overhauls[/B] The new class structure would add depth and variation, particularly for spellcasters, encouraging more specialization: [B]Wizards[/B]: Wizard subclasses would be restructured around proficiency and expertise in specific schools of magic. Instead of eight subclasses tied to each school, the wizard class would feature two main options: [B]Specialist[/B]: A Specialist wizard gains expertise in one school of magic (such as Evocation or Conjuration), enabling them to cast the highest-level spells in that school. This makes, for example, a conjurer truly focused on conjuration spells. [B]Generalist[/B]: A Generalist wizard would have proficiencies across several schools but lack the highest-level spells, offering versatility rather than deep specialization. This structure grounds the wizard’s identity in their mastery (or versatility) across schools, differentiating, for example, a master conjurer from a broadly skilled but less specialized generalist wizard. Some former subclass features could become spells instead. For a complete write-up on this reimagined wizard class, check out The Specialist Wizard: The Wizard 2.0: [URL='https://www.enworld.org/threads/the-specialist-wizard-the-wizard-2-0.700649/']D&D General - The Specialist Wizard - the Wizard 2.0[/URL] [B]Warlocks[/B]: Patrons would no longer be the rule for Warlocks, who would instead draw their magic from a variety of sources. Warlocks would become highly versatile spellcasters, defined by “Magical Secrets” that replace invocations and allow players to build power through three main paths: [B]Learned Magic: [/B]Learning spells from unconventional sources like hedge witches or the black market, giving the Warlock a spellbook-free alternative to wizardry. [B]Pact Magic: [/B]Making deals for specific powers, without requiring an exclusive relationship with one patron. This reflects the Warlock’s flexible and opportunistic nature. [B]Mutation:[/B] Using potions, artifacts, and experimental magic to transform their own bodies, gaining unique abilities through magical mutations. These three paths allow players to create anything from a traditional “pact Warlock” to a mutation-based spellcaster akin to a sorcerer. Magical Secrets would form feat chains, granting progressively more powerful abilities, embodying a character who pursues magic through any means necessary. [B]Magesmith and Other Classes: [/B]While additional classes are in development, a new Magesmith class would focus on crafting and imbuing items with magic. Other ideas are still being refined but will emphasize unique class features to differentiate each playstyle. [B]Additional Rule Changes Crafting System Overhaul: [/B]Improved crafting rules would let players create magical items, potions, and equipment with a robust system that rewards resourcefulness and creativity. [B]Revised Resting Mechanics: [/B]Instead of restoring all HP and spell slots after a long rest, characters would regain resources based on resting conditions. In the wilderness, only 10-30% of resources might return overnight, while resting in a safe, comfortable location could restore significantly more. This change encourages careful resource management and planning. (Found here: [URL="https://www.dmsguild.com/product/456636/Gradual-Gritty-Realism-Resting-rules-English-and-German---Deutsch-und-Englisch"]Gradual Gritty Realism Resting rules (English and German / Deutsch und Englisch) - Dungeon Masters Guild | Dungeon Masters Guild[/URL] ) [B]Mana Potions: [/B]To support spellcasters, mana potions would become an option for replenishing spell slots, giving players more tactical choices during adventures. With these changes, I envision a 6th Edition created by the best team money can buy, focusing on meaningful depth and player agency, turning D&D’s 2034 release into a true masterpiece. [/QUOTE]
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