ezo
Get off my lawn!
Since it looks like we're not worried about compatibility anymore . . .
As @Sacrosanct says, I think being concerned with compatability IS a major factor.FWIW, I am
This no longer would look like D&D to me.I'll tear some stuff out of the 5RD. See if we can get down to the core, and still feel like D&D. You might want to duck, I'm just gonna throw these over my shoulder:
Advantage, Dex, Con, Wis, races, classes (and subclasses), alignment (see below), hit points, AC, attack rolls, saving throws, damage bonuses, proficiency, time, movement and grids, environment (includes light rules), crits, action types, death rules.
Okay, I think I covered most of these. And threw most out.
Nope.Why keep Inspiration? Because if you look at it as "you did something cool" instead of "you get a bonus to a roll," it's actually a really fun, simple, rule.
Initiative stays, but gets a twist. No one wants to get the last turn. The whole battle could be over by then! Roll initiative, and your result determines your priority, not your turn. So you can act whenever you want, but if there's a conflict with another character, initiative determines who beats the other to the punch. This rewards indecisive PCs with later-round-actions.
Let's keep ability scores for Str, Int, and Cha. They're not useless - especially with Hit Points removed from the game. They'll determine how much damage you can take. Which means we'd better keep ASIs, because there's gotta be something to award at level-up!
Alignment's out, but Flaws, Traits, Bonds, and Ideals remain. Alignment complicates D&D (despite its severe gutting), while the FTBI do something much more useful: make characters interesting without complicating rules.
Does it still resemble D&D?
Still doesn't.Let's look at the demos:
I don't see how you roll the dice impacting this. The +2 ASI results in a +1 modifier--always. The +1 ASI results in a +1 modifer...half the time.It depends on how you roll the dice. If, as in most(?) OSR-ish games, you roll 3d6 instead of 4d6 drop lowest, or you do a stat array, the numbers will be low enough you can give a +1 in a stat (modifier) and not have it be a big deal.
To me remembering and having to constantly remind my players "Hey, you have disadvantage because you are in dim light" is annoying.Darkvision is annoying, but you'll have to decide if remembering to pay attention to how dark an area is and enforce vision penalties or blindness in darker areas is more or less annoying than darkvision.
Here's the thing: if you want a true 5E primer, you can't add anything new. You could keep a couple super simple subclasses maybe, but that is it. If you make something new, and then it isn't in 5E, then you sort of get annoyed. This was the issue I had with B&B. It added cool features, but no longer served as a primer for 5E because if you played B&B and then went to 5E, those features were no longer there.What I would do is make relatively simple main classes, and then have the subclasses as a collection of traits that you get at 1st level (or 3rd level or whenever).
I get the desire to do this, but it breaks way from the concept @Sacrosanct is trying to adhere to.
Oi... it happens with about 35-40% of the new players I get.Weird. I don't think I've ever run into that problem.
Yep, all good stuff which could work if the goal isn't to just strip 5E down to the core.I can see doing this: You can't see in darkness, period. No sight-based Perception checks for you. You can make other Perception checks, but at disad, because you're not used to relying on these other senses. To attack in darkness, you first have to make that Perception check, then your attack roll, which is also at disad.
There's a feat that will remove that disad for your other senses, but you'd still have to roll Perception before attacking.
If your species has darkvision, you can make sight-based Perception checks at disad, and other Perception checks at no penalty. You still attack at disad, unless you have the above-mentioned feat.
Level Up simplifies it to Supply, which can also be used to represent other single-use items, like insect repellent. You can carry a number of Supply based on your Strength, although some things will alter that number. You use one Supply a day. It's easy and cheap to acquire anywhere you can stop and do some shopping, to the point that if the PCs stop in a village you can just assume they stock up, but at the same time is useful in those times when when you're in the desolate wilderness.
I might go with simply having two actions on a turn, but you can only make one attack or cast one spell unless you have an ability that says otherwise (like Two-Weapon Fighting).
I see this concept like demolishing a house. You tear it down to the studs. The studs show you the basic layout, where the plumbing goes, what rooms are bedrooms (due to closets), etc.
Once you start adding to it, however, you have to be careful you don't change how the house "feels" compared to how it was before the demo. Did the living and dining rooms change places? Did that bathroom become an en suite to one of the bedrooms? And so on.
Including a few classes (as written sans subclasses) and races, etc. is like putting the walls back up. Keeping d20 is keeping electricity. Etc.
What we should be doing when we're done is asking ourselves what is missing? Will that missing component make it not feel like D&D?