D&D 5E Stripping 5e to its core

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
  • 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?
Examples

Spells
. Take the original 5e fireball spell:

1735917922764.png


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:

1735918948961.png


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.
 

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You don't even need classes. I ran a year+ game of classless 5e, it worked fine (and still felt like D&D).

The only thing you need to run a 5e character are the 6 stats and a pool of Hit Die. Everything else is additive on top of that baseline. Most starting features are just permission to add proficiency bonus to a subset of ability checks (skill checks, weapon attacks, etc.)
 

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.
Out of curiosity, if you are trying to strip it to its core, why keep the flavor text at all?
Fireball (Arcane 3): Range 150ft LOE*, Area 20ft radius, Dmg 8d6 fire, Save Dex half.
*line of effect, defined in the beginning of the spell section probably
 

Out of curiosity, if you are trying to strip it to its core, why keep the flavor text at all?
Fireball (Arcane 3): Range 150ft LOE*, Area 20ft radius, Dmg 8d6 fire, Save Dex half.
*line of effect, defined in the beginning of the spell section probably
To still try to be newbie friendly as to what's happening.
 

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.
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.
 

If you're willing to redo monsters, you could also get rid of proficiency bonus.
 

Get rid of rolls for damage, even in parentheses. Including for players. A 2-hand weapon does 7 damage. A fireball does 28 damage.

Get rid of specific armours; just give ACs with a general descriptions of the armours it might include. Just have three categories (light, medium, heavy). Same with specific weapons; just give the damages and general category (see above).

Get rid of alignment. Don't even mention it.

Get rid of two thirds of the spells.

Get rid of masteries.

Get rid of feats.
 



Get rid of rolls for damage, even in parentheses. Including for players. A 2-hand weapon does 7 damage. A fireball does 28 damage.

Get rid of specific armours; just give ACs with a general descriptions of the armours it might include. Just have three categories (light, medium, heavy). Same with specific weapons; just give the damages and general category (see above).

Get rid of alignment. Don't even mention it.

Get rid of two thirds of the spells.

Get rid of masteries.

Get rid of feats.
With the exception of the damage, I've done all that with B&B ;) So we're on the same page. However, I've found folks really like rolling dice :) A tactile motion to keep a person physically involved.
 

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