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D&D (2024) Revised 6E prediction thread

Naturally, this is 110% pure IMNSHO. If you disagree, awesome, but we're talking opinions here, not objective factual things--keep that in mind.

It will be designed to fight the last war, not the current one--as every edition has done, AFAICT. 3e went "back to the dungeon" and wanted to break free of the weird esoterica of being bound to all those subsystems (the legacy of 1e still felt in 2e). It ended up being the most baroque, broken mess of a system, but beloved for the perceived freedom and diversity of concepts.

4e actually made good on the balance 3e sought (and completely failed to achieve), boldly challenging traditions rather than clinging to them--except in a few cases, particularly with "traditions" started by 3e, like Fighters and Barbarians getting less skills. But its presentation was sorely lacking, and the bold new design elements (like Skill Challenges) were not properly worked out--and, on top of that, half or more of the official adventures written for it were garbage, despite it being a system specifically made to be easy to DM!

5e was made to respond to the presentation-centric backlash 4e received. So it went HAM on "flavor" (except for the Fighter and a few other things), and on "tradition" (which mostly meant "copy 3e, but slightly less broken"). In pursuing simplicity and a "fundamentals" attitude, particularly with its "math is easy" and "you're the DM, you figure it out" explicit design methods, it has run into a handful of problems, often due to trying to squeeze too many things into a single structure when they're fundamentally not compatible with doing that. Problems with the Hexblade (a rare high power example), Beastmaster, Purple Dragon Knight, the Sorcerer in general, and multiple Monk flavors all fit this pattern. The serious over-use of Advantage without any other bonus options is another chronic problem.

Likely, 6e will swing just a little bit back toward a 4e-like seriousness about balance, as complaints regarding the lingering caster-martial disparities and "broken" (good or bad) classes begin to pile up, particularly if the ubiquity of Advantage becomes more obvious with time. The encounter- and monster-building tools will probably be a major focus; if 5e was the "grow the base" edition, 6e will be the "make more DMs" edition, replacing 5e's honestly kinda lackluster tools with much better ones. Likewise, the desire to have the OPTION of more complexity is, I think, an ongoing sticking point that will make games like Pathfinder (and ENWorld's own "Level Up"/A5E) attractive even to current 5e fans, especially once sales start to wane.

In an ideal world, they'll also hire an ACTUAL STATISTICIAN and an ACTUAL SURVEY EXPERT, both to help crunch their numbers so they design the game's mathematics well, and so they can make surveys that actually reveal information, not just bloody push polls that (intentionally or otherwise) just rubber-stamp the approach they already wanted to take.
 

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I've only ventured into 5e a a couple of times, but I constantly found myself struggling to be more than mediocre at things.
Not sure what you mean here, but that has never been a worry for my players. When you start out with a +5 and the commoner has a +0, they pretty much felt expectational right from the start.
And then there was the game where enemies stopped progressing and we just fought more of the same guys because the DM was in love with the fact that you 'don't outgrow enemy types'. So it was ghouls as far as the eye could see. Forever. Sometimes they would have weapons if she felt we deserved a special treat.
Well that is certainly possible, but not how I DM personally.
 


I'm not predicting an imminent 6e. But if they do go in that direction, my expectation is that racial/lineage mechanics will NOT be a mandatory mechanical choice. Rather, race/lineage will be something you describe your character as having, and there will be opt-in racial mechanics as part of an expanded background/starting feat mechanic.

Instead of Sailor background, you can choice High Elven Culture. Or instead of Polearm Master, you can choice Dwarven Fortitude.
 


True, but certain individuals of each of those races / lineages / whatever could have all of the same stats.
I believe we understand each other. A elf focused on Dex, should always start higher than a Dwarf, or should have special rules which make it clear they can always be better at a task that requires dexterity, than a dwarf.

If the system doesn't not support that, I'm not interested.
 

I often wonder how much of an issue this really is or is it just internet echo chamber combined with D&D being a big target. A lot of people who write a blog are looking for eyes so they'll magnify a minor issue until it appears to be a bonfire.

Is some of the wording in the PHB problematic? Yes. Should it be made clearer that the alignment for monsters in the MM are just the default? Sure.

Should all species have exactly the same abilities? That I'm not so sure of. A dwarf is not a human, a goliath is not a halfling. I personally don't have a problem with the default goliath being stronger than a halfling. If you want rules for the exceptional PC of any race, I think Tasha's covers it.

Culture? Same thing. The default culture is one thing, but we should make room for exceptions. On the other hand, culture gives you proficiencies and training, not darkvision.

Anyway, that's my take on it. I'm sure this post will be buried by the next 200 posts over the next 10 minutes or so.
 
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I believe we understand each other. A elf focused on Dex, should always start higher than a Dwarf, or should have special rules which make it clear they can always be better at a task that requires dexterity, than a dwarf.

If the system doesn't not support that, I'm not interested.
My personal belief is that desire will be a nonstarter for any future 6e design. I'm not saying it's a good or bad preference, but I don't think the conventional wisdom is moving that way.
 

My house rule is spells and other powers with aligment key can enemies but same one but different allegiance (religion, race, tribe, nation, brotherhood).

If I was WotC I would try to create the ultimate d20 system for all the genres, even pulp detective, space opera and superheroes.

For the anniversary they could publish a "vintage edition", this is the rules of 5th Ed, but with the look, and layout. of previous edition.

To avoid typecasting of raceancesty/class the racial attributes modifiers will be optional, like in Pathfinder 2. Then your half-orc can be a strong barbarian or a wise shaman.

All subclasses will have a special feat or class features in the first level. Not too powerful, only to mark that PC is different from the begining.

Background will have got its own leveling up (without XPs but by other thing, "storytelling points"), tiers of the paths, the character will be not more powerful, but only knowing more things, useful for crafting, investigation or social interactions, but useless in the battlefield.

Primal and divine, ki and psionic, will be different power sources again.

The subraces will can be replaced with a bloodline/lineage. These will be available for all the races ancestries.

"Racial traits" not innate but linked with local nurture (for example training with weapons and armors) will can be easily replaced (for exaple bow with throwing knives).

Challenge Rating/XPs reward will be affected by the "gear levels", this means when one or other faction is stronger than special item, for example modern firearms.

In a future Unearthe Arcana sourcebook about optional rules two new abilities scores will be added, and available in the SRD: acuity (perception + astuteness) and spirit (luck/fate/karma/grace/divine blessing + courage). This will allow 3PPs games based in investigation, horror with psychological stress and social interactions, for example noir detectives against Lovecraftian cults.

Pool of hit points will be accompanied with "health levels" (like a "twin brother" of Constitution), there are harder to be lost (for example by diseases, poisons or life-draining attacks by undeads) but also slower to be recovered (even with divine magic).
 

I believe we understand each other. A elf focused on Dex, should always start higher than a Dwarf, or should have special rules which make it clear they can always be better at a task that requires dexterity, than a dwarf.

If the system doesn't not support that, I'm not interested.
I feel like the most likely answer is elves will get a special feature called "Elven Grace" that gives them a bonus of some sort on one or more dexterity-related tasks (like advantage on saving throws to avoid falling down) rather than a simple +2 modifier to dexterity scores.

And so on for other races.
 

Into the Woods

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