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Should D&D be easier to learn? If so, how would you do it?
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<blockquote data-quote="TwoSix" data-source="post: 8765333" data-attributes="member: 205"><p>How I would do it:</p><p></p><p>1) Only two choices to make at character creation, race and class. Focus on aesthetics and narrative, not mechanics.</p><p>2) A dozen races, each with one or two chunky features. Elven trance is good, halflings "reroll 1s" is good, resistances and immunities are good. Interesting but passive abilities. Nothing that is restricted use, no spells, no features that make you reference another list of items (like feats). No subraces or lineages.</p><p>3) About two dozen "classes", that are really just background++. Give starting skills, proficiencies, an active ability, maybe some other limited passive features, and starting stats.</p><p>4) Have a chapter for advanced users that allows for some customization. Allow for random/rolled stats, moving stats around, and trading out some race/class features for a small menu of other alternative features.</p><p>5) Decouple progression from race/class. Leveling up gives some numerical increases (HP, prof bonuses), but otherwise all progression is freeform and diegetic, allowing for opt-in complexity as the table desires.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 8765333, member: 205"] How I would do it: 1) Only two choices to make at character creation, race and class. Focus on aesthetics and narrative, not mechanics. 2) A dozen races, each with one or two chunky features. Elven trance is good, halflings "reroll 1s" is good, resistances and immunities are good. Interesting but passive abilities. Nothing that is restricted use, no spells, no features that make you reference another list of items (like feats). No subraces or lineages. 3) About two dozen "classes", that are really just background++. Give starting skills, proficiencies, an active ability, maybe some other limited passive features, and starting stats. 4) Have a chapter for advanced users that allows for some customization. Allow for random/rolled stats, moving stats around, and trading out some race/class features for a small menu of other alternative features. 5) Decouple progression from race/class. Leveling up gives some numerical increases (HP, prof bonuses), but otherwise all progression is freeform and diegetic, allowing for opt-in complexity as the table desires. [/QUOTE]
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Should D&D be easier to learn? If so, how would you do it?
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