D&D 5E Stripping 5e to its core

d20 is a must, but I would also go with "spell points" instead of Vancian casting. It's just so much easier to explain to new players. "This is your pool of health, and this is you pool of mana". Anyone that ever played any video game will get it immediately.
this is my take as well.
But I agree on high level spell limit. only 1 spell per Long rest for levels 6-9. Some "archmage" feat could add a bonus cast or two, at the expense of not getting something else.
Maybe those that are not spellcasters can use those points for other stuff.

On saving throws, I would go with just Physical (Mid of Str/Dex/Con) and Mental (Mid of Int/Wis/Cha)

Three classes, and specialize later it's a great idea.

Warrior
HP: d10
MP: d6
Proficiency: All armor and all weapons
Good save: Physical

Expert
HP: d8
MP: d8
Proficiency: Light armor and simple weapons
Good save: player's choice

Spellcaster
HP: d6
MP: d10
Proficiency: No armor and no weapons.
Good save: Mental

Sometimes I feel I'd like some sort of Dragonbane RPG with level-up mechanics.
I am not sold on the "expert" being it's own class.
I'm more for martial/spell split in base classes.
Expert can just be a selection of feats you take on the way instead of taking more martial/spellcasting features.

so the 4 classes:

warrior:
HD: d12
Extra attack: levels 5,9,13,17
Weapons: simple and martial
weapon mastery: 3
Armor: light+shield, medium, Optional: Heavy
spellcasting: none
cantrips: none

Gish:
HD: d10
Extra attack: levels 5,15
Weapons: simple and martial
weapon mastery: 2
Armor: light+shield, Optional: Medium, Optional: Heavy
Spellcasting: half-caster
cantrips: 2
1st to 5th level spells
new spell level at class levels 1,5,9,13,17

Adept:
HD: d8
Extra attack: level 9
Weapons: simple, Optional: martial
weapon mastery: 1
Armor: none, Optional: light+shield, Optional: medium
Spellcasting: 2/3rd caster
cantrips: 3
1st to 7th level spells
new spell levels at class levels 1,4,7,10,13,16,19

mage:
HD: d6
Extra attack: none
Weapons: simple, Optional: martial
weapon mastery: none
Armor: none, Optional: light+shield
Spellcasting: full caster
cantrips: 4
1st to 9th level spells
new spell levels at class levels 1,3,5,7,9,11,13,15,17


for optional features, every class would get a certain number of feats at 1st level that could be spent on:
martial weapons
fighting style(s)
armor proficiency
extra skills
extra expertise
extra cantrips
extra Spell points
extra spells known
extra HP per level
extra move speed
extra usages for Bonus action
extra sneak attack damage
extra weapon mastery

OFC, all of there options could be taken later instead of higher level feats if someone wished it.
 
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Standard Array is +2 +2 +1 +1 0 -1 (Total +5)
NO Damage Only Hits - ie every successful Hit v AC does 1 Hit
PCs differ by Skill not Weapon Dice
1d6 + level +Con = Hits (ie a PC with Con +3 could get 10 Hits at level 1)
AC = 10 + Armour
Roll D20 + S or D to Attack
Hits 5 over AC get to use manouveres or impose conditions (eg Trip, Bleed, Stun, Cleave etc) v Save

Character - Doni the Dwarf Fighter 1,
Hits: 9 AC 11+Armour, Spd 30
S+2 C +2 D +1 I -1 W +1 Ch 0 (TOTAL +5)
Dwarf and Fighter are both Skills

Ogre Brute 3
Hits 12 AC 13 Spd 30
S+4 C+3 D-1 I-4 W-2 Ch-2 (-2)
Ogre Traits Brutal Club (Knockback Action (Disadvantage on save))

eg Doni rolls d20 + 2 v the Ogres AC 13, rolling 20. Doni gets 1 Hit +2 Str (=3) on the Ogre plus a condition (he chooses +1 Hit) Ogre fails the save (DC 20) and is reduced to Hits:8.
Doni can also take another action to Cleave an adjacent target for 1 Hit

Doni can roll Cha+Fighter to make an intimidation or persuasion check and Wis+Dwarf to Spot things while underground or when trying to survive a rock fall (or anything else the DM agrees is approrpiate for a Dwarf Fighter)
 
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The d12 is my favorite die. It’s not going anywhere lol
This is important information. Seriously, I'm not kidding nor making fun of it. The d12 is among the least used polyhedral dice in D&D mechanics. But still loved -- so we can't drop dice types and still have it feel like D&D!
 

there is an opportunity to really focus on a basic 5e primer.
Ok, so we're back to what I was hoping B&B would be. Good. Then one thing I want to stress (where B&B deviated) was there can be nothing new in this project which isn't in 5E already to be a true primer IMO.

In other words, a system based on 5E that only removes or simplies from 5E, doesn't add anything new.

If you change how systems in 5E work or add new things, this is no longer stripping 5E to its core. So, for this concept, while many of the suggestions upthread are great ones, they are changing or adding, not stripping down to core.

NOTE: all of the following is for 2014 5E. I don't embrace 2024 5E so you won't find references to things like weapon masteries below.

ABILITY SCORES & MODIFIERS
Removing ability scores and just keeping modifiers is understandable. However, since this is a primer and 5E uses the scores, would it be confusing to go from this primer to regular 5E? What is so difficult about the scores you can't keep them?

Well, for one thing, how about ASIs? The biggest confusion IME with scores and modifiers are with ASIs because a +2 ASI translates into a +1 modifier increase. I'll give you a real-life example: a player had an Elf a few years ago and applied the +2 Dexterity ASI. His DEX 16 with +3 modifier became DEX 16 with +5 modifier. In other words, he added the +2 ASI to the modifier--not the score! I've seen this happen a few times, actually.

Another issue (less important) is the +1 ASI, since it only results in a modifier change if the score is odd to begin with. But, if you remove scores and just have modifiers, what does the +1 ASI do? Flip a coin to see if it increases the modifier or not??

RACES
The races are fine, but perhaps limit the number of options? You have to decide how to handle the ASI issue above.

Darkvision is also an issue. Just how it works, and the impact of dim light with perception, etc. can cause problems. I don't know if this is enough to remove it or not.

CLASSES & SUBCLASSES
Classes. In this respect, I would stick to "four core classic" classes: cleric, fighter, rogue, wizard. Do not have generic classes which incorporate these classes and others (like barbarian, ranger, druid, etc.). I see the appeal of a system like Shadowdark (one of my favorites as far as the class structure goes). The additional 5E classes can be mentioned, certainly, but I'd leave it at that.

Now, you could go with other classes instead of these of course. But again, stick with classes that are 5E and strip them down if needed.

Subclasses. As for subclasses, don't use them. While they help a player flesh-out their concept, they add more features which complicate what actions their PC can do on their turn.

HIT POINTS
Max at 1st level and average per level thereafter--no rolling.

SKILLS & PROFICIENCIES
Offer groups of skills based on theme or concept for skills as suggestions. I would consider combining Perception and Investigation into one skill to avoid the confusion that occurs sometimes which skill to use when.

There is no point in confusing things by combining the saves into three a la 3rd edition. The six work fine IME.

This LARGEST issue with this is the proficiency bonus. I often have players want to add proficiency bonus to damage as well as attacks. Also, sometimes players don't add proficiency bonus to saves they with which they have proficiency.

If you follow the four class option above, I would include precalculated saves in the class tables.

EQUIPMENT
Keep choices limited and basic if you want, but this isn't an issue for most players IMO. Do not bother with encumbrance and ignore all reference to electrum pieces.

Weapon properties are a bit trickier.

ADVENTURING
Light. Get rid of dim light. You are either in light or darkness. This would remove the darkvision issue (you can see in darkness--keep it simple).

Food & Water. Get rid of it. Assume characters can find or have food most of the time. Compared to how much gold they get adventuring, the cost of food is a nuisance. You can keep the rules on dehydration and starving in desolate wilderness which the DM can enforce when it happens.

Resting. Specifiy two short rest per long rest. It is what most groups use IME.

Make a long rest "sleep" like it was meant to be (not a "nap", but actual sleep with the 6 hour minimum). Also, simply or solidify the rules on what is considered an interruption. It can be as simple as any interruption, or a bit more complex, but I would suggest removing the 1-hour aspect of it. You have two hours during a long rest to do "other activities", so having to spend an hour or a bit more shouldn't really "reset" the long rest IMO. Perhaps taking any damage? I don't know, you'd have to consider the aspects of it.

COMBAT & ACTIONS
Initiative. Side initiative is a variant option in 2014 so I would use it. You could still default to DEX to determine the basic order PCs then go in, but freely allow them to change to increase their tactical development for the game maybe?

Natural 20s & 1s. Critical hits and missing on a 1 are fine, so keep them as is. Players seem to grasp the concepts easily enough.

Instant Death. Remove instant death from the primer. IME it only happens within the first few levels and after that most PCs have a bag of hp large enough you will not likely ever encounter overflow topping the max hp.

Bonus Actions. Another tricky mechanic. Some players have issues with them, but IME most don't. Certain classes require bonus actions for key features (like Rogue with Cunning Action). Two-Weapon Fighting also requires bonus actions and is popular. So, without rewriting things you can't remove them--but if you rewrite things you could easily fall outside the "primer" concept.

FEATS
As popular as they are, don't use them in the primer. They adjust the power-dynamic of the game and like subclasses, just add more features resulting in more decision points during the game on what to do or use.

Anyway, I guess that is more than enough for now and I'm sure you get the idea of what I am driving at.
 

Into the Unknown has "Skill areas" so it mentions types of skills but no direct skills in the game.

B&B not having skills works well in my games with new players, I tell them to think of what they can do with thier abilities and suggest what roll and we usually go with it, so no skills in B&B works well.

In my game I'm working on I did have Warrior, Mage, Expert, and Devoted with each class having 3 options which are the 12 classes. As a primer to start 5e it makes sense for people to see the 12 classes, but not have subclasses, plus while too many options are overwhelming, 12 hasn't been too much for new players and it ramps them into 5e pretty well.
New players learn spell points MUCH faster, and since they won't be going to level 11 in my Basic game I don't have to worry or include level 6+ spells.
 

hmmm...
Classes
Warrior

HP/level: d10
MP/level: d4
Base Weapon Damage: d10
Armour: heavy, shields,
Good save: Pick one, Half Proficiency on others.
Abilities: -Second Wind, -Extra Attack(1), -Warrior Maneuvres.

Rogue
HP/level: d8
MP/level: d6
Base Weapon Damage: d8
Armour: medium,
Good Save: Reflex.
Abilities: -Steady Aim, -Evasion, -Versatile(pick one Ability from another class).

Cleric
HP/level: d8
MP/level: d8
Base Weapon Damage: d6
Armour: medium, shields,
Good Save: Fortitude.
Abilities: -Divine Smite, -Divine Cantrips, -Divine Magic.

Wizard
HP/level: d6
MP/level: d10
Base Weapon Damage: d6
Armour: light,
Good Save: Will.
Abilities: -Arcane Cantrips, -Arcane Magic, -Ritual Magic.

Species
Human

Abilities: -Versatile(pick one Ability from a class),

Elf
Abilities: -Magic Mastery(Increase your MP die by one size)

Dwarf
Abilities: -Tough(Increase your HP die by one size)

Halfling
Abilities: -Lucky(Reroll nat 1's on attack rolls or saves)

Orc
Abilities: -Savage Attacker(Increase your Weapon Damage die by one size)

Dragonborn
Abilities: -Breath Weapon(In place of a weapon attack spend MP to make the target make a save or take d8+CON damage)

Goblin
Abilities: -Swift Strikes(Decrease your Weapon Damage die by one size but gain an Extra Attack)
 
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hmmm...
Classes
Warrior

HP/level: d10
MP/level: d4
Base Weapon Damage: d10
Armour: heavy, shields,
Good save: Pick one, Half Proficiency on others.
Abilities: -Second Wind, -Extra Attack(1), -Warrior Maneuvres.

Rogue
HP/level: d8
MP/level: d6
Base Weapon Damage: d8
Armour: medium,
Good Save: Reflex.
Abilities: -Steady Aim, -Evasion, -Versatile(pick one Ability from another class).

Cleric
HP/level: d8
MP/level: d8
Base Weapon Damage: d6
Armour: medium, shields,
Good Save: Fortitude.
Abilities: -Divine Smite, -Divine Cantrips, -Divine Magic.

Wizard
HP/level: d6
MP/level: d10
Base Weapon Damage: d6
Armour: light,
Good Save: Will.
Abilities: -Arcane Cantrips, -Arcane Magic, -Ritual Magic.

Species
Human

Abilities: -Versatile(pick one Ability from a class),

Elf
Abilities: -Magic Mastery(Increase your MP die by one size)

Dwarf
Abilities: -Tough(Increase your HP die by one size)

Halfling
Abilities: -Lucky(Reroll nat 1's on attack rolls or saves)

Orc
Abilities: -Savage Attacker(Increase your Weapon Damage die by one size)

Dragonborn
Abilities: -Breath Weapon(In place of an weapon attack the target must make a save or take d8+CON damage)

Goblin
Abilities: -Swift Strikes(Decrease your Weapon Damage die by one size but gain an Extra Attack)
Dragonborn are going to be minmaxed to death.
 

I agree with Reynard here, your approach to monsters seems to be less simple. It would be harder to run at the table and harder to understand for new DMs. Just streamline the stat block, don't eliminate it.
I think the last thing you want to do with a slimmed down, beginner friendly version of any game is force the GM to page flip. Put Orc Traits in the Orc Block.
 


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