Pie in the Sky 6E

Reynard

Legend
Go ahead. Let it out. What do you REALLY want from a 6E that you know you aren't going to get?

For me, I think they should abandon the 3 book format and instead go with a Rule Book that is relatively slim and focuses entirely on characters and the processes of play, which you then couple with either an adventure (of the scale of Rime of the Frostmaiden or whatever) OR a setting book (Eberron, Ravenloft, whatever) which has new subclasses and spells and whatever. On top of that, you can do Genre Books for everything from high fantasy to gothic horror (but these work just as well as setting books).

The 5E chassis is pretty robust, and if you thin down the base options you can really focus it at a specific milieu, tone, mood, or whatever with a relatively small number of additions and changes.

Like I said, pie in the sky. But that's what I would want if it were up to me.
 

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Psionics.

Backgrounds with feats.

Martial classes with interesting feats from 9th level onwards.

Monsters that are more dynamic, and that don't always have to be in stat blocks.

Cutting out like at least 1/3rd of the spells, but none of the new ones, just from the original PHB. There's so many in there, and tbh, I really don't know why they exist in 5E. I'm not sure Simulacrum needs to be in the game anymore.

But it can stay, if they make the game fun for Dms to run at high levels.
 


Jer

Legend
Supporter
- Moving from 3 core books to 2, with the encounter building and magic items combined with the Monster Manual into a single book. A Dungeon Master book can come along chock full of optional rules and DMing advice but move all of the "required material" for a DM to run the game into a single book.

- Getting rid of ability score saving throws in favor of something that isn't 6 saving throws just to have one for each ability score.

Those are the ones that come off the top of my head at least.
 


Mezuka

Hero
Remove all feats, ASI and 90% of class powers from the PHB. PC become awesome with the magical items and artifacts they find during their adventures. Put feats, ASI and more class powers in an Advanced D&D books. Letting the DM and players choose which type of game they want. It would be more modular.
 
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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Oh, yes... Psionics and new spells.

Also different spell lists for different classes with -way- more uniqueness and less overlap. A real -difference- in how the magic feels based on which class or source the magic is coming from, too.

Also basically all of Level Up, in general, if I'm honest.

Rare spells, every class getting mechanics for every pillar, journey system...
 


Oh, yes... Psionics and new spells.

Also different spell lists for different classes with -way- more uniqueness and less overlap. A real -difference- in how the magic feels based on which class or source the magic is coming from, too.

Also basically all of Level Up, in general, if I'm honest.

Rare spells, every class getting mechanics for every pillar, journey system...
Yes, MUCH MORE unique spells for classes, PLEASE. Sorcerer only has chaos bolt?????????????????
 


Bill Zebub

“It’s probably Matt Mercer’s fault.”
Caps the power level at about the current level 10... and spreads it over about 30 levels of advancement, with rules for gradually adding feats or the like if the campaign keeps going.

(Pretty sure I'm not getting that).

Oh one can only dream, though.

Flatter curve, slower progression. Maybe I'm misremembering 1980, but I felt like gaining levels was a long slog, and a 10th level character was a real achievement. Both for time invested, and not dying.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Yes, MUCH MORE unique spells for classes, PLEASE. Sorcerer only has chaos bolt?????????????????
You know what might be awesome for Sorcerers? Raw Powers.

Rather than having specific spells, they pick damage types and ways to wield. And as they grow in power they get to unlock increasing steps of power, like more damage or bigger AoEs or different kinds of AoEs and then also give them utility functions that they can get and build up in different ways...

Like how Level Up does Eldritch Blast, but do a whole -class- built around that. Not casting spells like a Wizard, but straight WIELDING MAGIC itself.

Also make them Constitution Casters.
 

Reynard

Legend
You know what might be awesome for Sorcerers? Raw Powers.

Rather than having specific spells, they pick damage types and ways to wield. And as they grow in power they get to unlock increasing steps of power, like more damage or bigger AoEs or different kinds of AoEs and then also give them utility functions that they can get and build up in different ways...

Like how Level Up does Eldritch Blast, but do a whole -class- built around that. Not casting spells like a Wizard, but straight WIELDING MAGIC itself.

Also make them Constitution Casters.
Really focusing on that "unbridled magical energy" part of the sorcerer would be pretty cool.
 

Go ahead. Let it out. What do you REALLY want from a 6E that you know you aren't going to get?
4e base with some 2e balance and some 5e ideas.

everyone starts with 3hd and only gets new HD at odd levels (on even levels they get +1/+2/+3 hp like after 9th level in 2e) and you never get con bonus to Hp... healing remade to 'spend a HD' and 'heal as if you spent a hd' with every HD spent getting your con mod to hp healed.

Break fighter and wizard up... fighter into 3 classes warlord fighter and magus, mage into 4 warmage Seeer beguiler and shaper

bring back teh idea that not all clerics get all spells... call it spheres or domians but make it a small list of all then deity/subclass choices

every class has a simple build option and a complex build option.

all classes get the warlock treatment of 2 subclasses 1 at 1st 1 at 3rd

race gives cool extra's but not stat mods... default is array with optional point buy or rolling

backgrounds give bonuses like feats but not just free feats

races have options as they level to take more advanced racial abilities instead of class features

all classes can swap abilities in some way (I like the 4e feats but maybe something else) so every 9th level character can in theory have the sam level of power and number of choices
 

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