Sacrosanct
Legend
How far can you strip 5e down to core mechanics and still have a game that looks and feels like D&D, and could still be relatively compatible? By compatible, I mean about as close as a B/X character was with AD&D--some big differences, but you could still play them side by side and have it work. For newer players, I believe the simpler rules and less terms to know is the way to go. Maximizing real estate is another priority.
Things you have to keep
Things you could strip down
Spells. Take the original 5e fireball spell:
And see how far you can strip it down. Bold the important parts for easy reference:
Fireball
Arcane, Level 3 (150 feet, instant)
You cause a bright marble-sized ball of flame to streak forward to a point within range, where it explodes into a 20-foot radius sphere. Any creature within the area of effect must save (DEX) or suffer 8d6 points of fire damage. A successful save results in half damage.
Monsters
Instead of having each monster with individual traits and abilities, move more towards a tool-kit approach. This reduces the size and complexity of the stat block while offering additional flexibility. For example, instead of having all of this:
Instead you have a table of traits at the beginning of the book. In the monster's entry, you have something like, "Choose 2 traits from the Humanoid Trait Table". This keeps all orcs from being the same and reduces the size of the stat block. Doesn't help folks who want everything in the stat block, but perhaps the flexibility trade off and reduced size is worth it? Stats in bold add the prof bonus when making ability checks or saves.
Orc Berserker
CR 1, 200 XP, Prof: +2
Medium humanoid
AC: 14, HP: 25 (3d8+12)
Speed: 30 ft.
S:+3 D:+1 C:+4 I:-2 W:+0 CH:+0
TRAITS: Choose 3 traits from Humanoid Table. Recommended Aggressive, Berserk, Darkvision
ACTIONS
Greataxe. Melee 5 ft: +5 TH, 9 (1d12 + 3) slashing damage.
--OR--
Javelin. Ranged 60 ft: +5 TH, 6 (1d6 + 3) piercing damage.
Things you have to keep
- Vancian magic
- d20 mechanic
Things you could strip down
- 3 core classes (warrior, expert, caster). Within each class you have a specialty (subclass) that breaks down more themes like ranger, fighter, druid, etc.
- Ability scores don't have values, only modifiers (I did this with Bugbears&borderlands). Instead of STR 14 (+2), you just have STR +2
- Team based initiative (not only is faster, but doesn't punish people who rolled best but don't want to go first; I find held action mechanics punitive)
- Stripped down monster stat blocks (see below)
- Don't worry about things largely ignored (spell components, etc.)
- What else?
Spells. Take the original 5e fireball spell:
And see how far you can strip it down. Bold the important parts for easy reference:
Fireball
Arcane, Level 3 (150 feet, instant)
You cause a bright marble-sized ball of flame to streak forward to a point within range, where it explodes into a 20-foot radius sphere. Any creature within the area of effect must save (DEX) or suffer 8d6 points of fire damage. A successful save results in half damage.
Monsters
Instead of having each monster with individual traits and abilities, move more towards a tool-kit approach. This reduces the size and complexity of the stat block while offering additional flexibility. For example, instead of having all of this:
Instead you have a table of traits at the beginning of the book. In the monster's entry, you have something like, "Choose 2 traits from the Humanoid Trait Table". This keeps all orcs from being the same and reduces the size of the stat block. Doesn't help folks who want everything in the stat block, but perhaps the flexibility trade off and reduced size is worth it? Stats in bold add the prof bonus when making ability checks or saves.
Orc Berserker
CR 1, 200 XP, Prof: +2
Medium humanoid
AC: 14, HP: 25 (3d8+12)
Speed: 30 ft.
S:+3 D:+1 C:+4 I:-2 W:+0 CH:+0
TRAITS: Choose 3 traits from Humanoid Table. Recommended Aggressive, Berserk, Darkvision
ACTIONS
Greataxe. Melee 5 ft: +5 TH, 9 (1d12 + 3) slashing damage.
--OR--
Javelin. Ranged 60 ft: +5 TH, 6 (1d6 + 3) piercing damage.