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Stripping 5e to its core
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<blockquote data-quote="Tiberiusthedm" data-source="post: 9546923" data-attributes="member: 7049219"><p>Roll the SRD subclass into the class.</p><p>They may not always know about monks, that's a recent example, but my point is that in the 5e era D&D is fairly mainstream and known even by people who haven't played ttrpgs. BG3 has been how 3 of my most recent players know the game. </p><p>A primer on 5e should prime people for playing 5e not just any d&d game. Fighter Magic user and Thief are the B/X method I know, but that's not what new players are coming for, they aren't looking for a half B/X half 5e. </p><p></p><p>I split them into 4 groups, and each of those "classes" gave some abilities to the 3 archetypes as well. </p><p></p><p>But, you don't necessarily have to make them so literally. I think having a nod to them works, like you can have a fighter who gets to do more damage with unarmed attacks, and gets an extra off-hand attack and call it a monk. It doesn't need all monk features.</p><p></p><p>In mine I tried including thier main subclass abilities and thier class abilities. But my design goal is I don't want dead levels, I can understand if dead levels is more permissable in this simplified version because simplicity is the primary goal.</p><p></p><p>And my gf is on the side of keeping ability scores and modifiers (I think scores are superfluous, but she's newer at D&D so her perspective can help)</p></blockquote><p></p>
[QUOTE="Tiberiusthedm, post: 9546923, member: 7049219"] Roll the SRD subclass into the class. They may not always know about monks, that's a recent example, but my point is that in the 5e era D&D is fairly mainstream and known even by people who haven't played ttrpgs. BG3 has been how 3 of my most recent players know the game. A primer on 5e should prime people for playing 5e not just any d&d game. Fighter Magic user and Thief are the B/X method I know, but that's not what new players are coming for, they aren't looking for a half B/X half 5e. I split them into 4 groups, and each of those "classes" gave some abilities to the 3 archetypes as well. But, you don't necessarily have to make them so literally. I think having a nod to them works, like you can have a fighter who gets to do more damage with unarmed attacks, and gets an extra off-hand attack and call it a monk. It doesn't need all monk features. In mine I tried including thier main subclass abilities and thier class abilities. But my design goal is I don't want dead levels, I can understand if dead levels is more permissable in this simplified version because simplicity is the primary goal. And my gf is on the side of keeping ability scores and modifiers (I think scores are superfluous, but she's newer at D&D so her perspective can help) [/QUOTE]
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