Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Trying to Flesh Out the 5E PHB: Not Easy!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 5779355" data-attributes="member: 2012"><p>So, I decided to tryo to come up with my own version of what I think the D&D Next Player's Handbook might look like. For this example, I've only included 5 races and 4 classes since I don't want to complicate it too much. I put this together based on some of the discussions I've read and participated in. Trying to build a modular PHB is a bit of pain and I've only scratched the surface.</p><p></p><p>Still, it was an interesting exercise. I'm beginning to understand what is going to need to be done by the designers if the game is going to truly be modular.</p><p></p><p>Let me know what you all think. And feel free to tear it all apart and make suggestions. What do you like? what do you hate? Etc.</p><p>______________________________________________</p><p></p><p><span style="font-size: 12px"><strong>Knightfall's Theorectical D&D[sup]N[/sup] Player's Handbook</strong> <em>(First Draft)</em></span></p><p></p><p><strong>Abilities</strong></p><p></p><p>Strength</p><p>Dexterity</p><p>Constitution</p><p>Intelligence</p><p>Wisdom</p><p>Charisma</p><p></p><p><em>Stat Generation:</em> Die Roll or Point Buy (what else?)</p><p></p><p><em>Stat Range:</em> 3 to 18 is core.</p><p></p><p><em>Optional Ability Types:</em> <span style="color: DarkOrange">Comeliness (foolish_mortals)</span></p><p></p><p></p><p><strong>Races</strong></p><p></p><p><em>Which Races (Yes or No?):</em> Gnome (No?).</p><p></p><p><u>Dwarf</u></p><p><s><em>Enduring</em></s></p><p>+2 Con</p><p></p><p><u>Elf</u></p><p><s><em>Quick</em></s></p><p>+2 Dex <strong>OR</strong> +2 Cha</p><p></p><p><u>Gnome</u> [???]</p><p><s><em>Tinkerer</em></s></p><p>+2 Int</p><p></p><p><u>Halfling</u></p><p><s><em>Lucky</em></s></p><p>+2 Cha <strong>OR</strong> +2 Dex</p><p></p><p><u>Human</u></p><p><s><em>Adaptable</em></s></p><p>+2 Any one ability</p><p></p><p><span style="color: DarkOrange">Concerning abilities, I hope they finally ditch this "only even scores matter" system, and hence the +2/-2 racial adjustments. Even more, I'd like to see 4e-style +2/no penalty for demi-humans, and freebie +2 for humans gone, as it contributes significantly to the ability creep. (Tilenas)</span></p><p></p><p><em>Negative Modifiers:</em> An optional choice for those that prefer pre-4e.</p><p></p><p></p><p><strong>Classes</strong></p><p></p><p><u>Cleric</u></p><p><s><em>Power Source:</em> Divine</s></p><p><em>Core Abilites:</em> Prayers, Turn Undead</p><p><em>Skills Module:</em> Faith focus</p><p><em>Feats Module:</em> Divine Feats, Magic Item Crafting</p><p></p><p><u>Fighter</u></p><p><s><em>Power Source:</em> Martial</s></p><p><em>Core Abilities:</em> Stunts, Unrestricted Arms and Armor</p><p><em>Skills Module:</em> Crafting focus</p><p><em>Feats Module:</em> Stunt Feats, Weaponry Feats</p><p></p><p><u>Rogue</u></p><p><s><em>Power Source:</em> Luck</s></p><p><em>Core Abilities:</em> Talents, Hidden Strike (a new name for Backstab/Sneak Attack)</p><p><em>Skills Module:</em> Thievery focus</p><p><em>Feats Module:</em> Talent Feats, Skill Feats</p><p></p><p><u>Wizard</u></p><p><s><em>Power Source:</em> Arcane</s></p><p><em>Core Abilities:</em> Spells, Familiar</p><p><em>Skills Module:</em> Magecraft focus</p><p><em>Feats Module:</em> Arcane Feats, Magic Item Crafting</p><p></p><p><em>Which Other Classes?:</em> <span style="color: DarkOrange">the Ranger and the Bard - and I may even suggest a full 10-13) (TrippyHippy); seeing Paladins as an option for fighter, and rangers for the Rouge [sic] class (Raith5)</span></p><p></p><p><em>Level Range:</em> This is tough. Some people want 10 levels, some want 20, and some want 30. Based on the Epic thread, most would be willing to leave Epic out of the core. So, I'll split the difference between 10 and 20 and go with 15. How many campaigns go higher than that?</p><p></p><p>The higher levels (16 to 30) would be saves for Advanced Player's Handbook (or Epic-Level Handbook).</p><p></p><p><em>Level Progression:</em> A touchy subject. Should there be one progression chart for all the classes or should progression be based on type of class or perhaps power source.</p><p></p><p>Any sort of alternate THAC0-like progression modules should be presented in an appendix. But old schoolers will want the option of referencing charts (I assume).</p><p></p><p>Multiclassing would be optional.</p><p></p><p>Would include an option for creating PCs using a character's race as his class. Would be a form of multiclassing. <em>(This might be better suited to the DMG. A full section on how to create classes for nonstandard races and monsters.)</em></p><p></p><p></p><p><strong>Skills</strong> <em>(Optional)</em></p><p></p><p>Tied directly to ability scores. In the core, there are no skills. All checks and saves are made through ability checks.</p><p></p><p><em>1st Module:</em> Simple skills useful while adventuring. Point/level based on class selection. Cleric: 2; Fighter: 1; Rogue: 4; Wizard: 3.</p><p></p><p><em>2nd Module:</em> The best aspects of 3e and 4e combined. Skill challenges could come in at this level or be another optional module.</p><p></p><p></p><p><strong>Feats</strong> <em>(Optional)</em></p><p></p><p>Requirements based on ability scores, race, or class. Don't tie directly to skills in case someone wants to use them without the skill module.</p><p></p><p></p><p><strong>Alignment</strong> <em>(Optional)</em></p><p></p><p><em>Six main aspects of alignment:</em> Good, Evil, Lawful, Chaotic, Neutral, and Unaligned. Each DM builds the alignment system he or she wants by combining the various aspects or by simply selecting a few to become the alignments in his or her game.</p><p></p><p><em>EG. Imagine this type of game:</em> Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil, Unaligned.</p><p></p><p>Alignments are not tied directly to races, classes, monsters, powers, etc. </p><p></p><p>Should the classic 9 alignments be core?</p><p></p><p></p><p><strong>Combat</strong></p><p></p><p><em>To hit:</em> Roll a d20, modifiers based on modular complexity.</p><p></p><p><em>AC:</em> Armor class can scale up or down depending on the DM's preference. Optional rule for making AC a defense-like save.</p><p></p><p><span style="color: DarkOrange">Optional rules for using armor as damage reduction. (MortalPlague)</span></p><p></p><p><em>Saves:</em> In the core, based on ability checks. More complicated modules allow for the Ref/Fort/Will split or the older 1e/2e options.</p><p></p><p>Advanced Combat Tactics are optional. The DM has the option to simply use ability checks for things like grapple.</p><p></p><p><em>Any other ideas???</em></p><p></p><p></p><p><strong>Powers [or Class Abilities, if you prefer]</strong></p><p></p><p>Each class would have one or two iconic class abilities. All other options are modular depending on the DM's style of game.</p><p></p><p>The use of 4E "power sources" would be optional.</p><p></p><p><em>Arcane:</em> The iconic D&D arcane spells.</p><p></p><p><em>Divine:</em> The iconic D&D divine prayers.</p><p></p><p><em>Luck:</em> Special talents for rogues and other clandestine archetypes</p><p></p><p><em>Martial:</em> Special stunts for fighters and other martial archetypes</p><p></p><p><strong>Themes</strong> <em>(Optional)</em></p><p></p><p>While the name is based on the 4E equivalent, this section would combine the best aspects of prestige class advancement with 4e paragon paths in a reworked theme structure. Themes would likely have to be tied to powers.</p><p></p><p>Maybe in the DMG or saved for a separate sourcebook.</p><p></p><p></p><p><strong>Magic</strong></p><p></p><p>Schools of Magic?</p><p></p><p>Should Vancian magic be the core option? What about spell points? Or 4E's system?</p><p></p><p></p><p><strong>Magic Items</strong></p><p></p><p>In the core game, magic items are unique and PCs do not have the option to craft them. <em>(Too restrictive.)</em></p><p></p><p><em>Higher modules:</em> Basic items could be crafted. Uses Common, Uncommon, Rare item structure. Special magical items exist that cannot be crafted or that requires a quest. Artifacts exist above this level.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5779355, member: 2012"] So, I decided to tryo to come up with my own version of what I think the D&D Next Player's Handbook might look like. For this example, I've only included 5 races and 4 classes since I don't want to complicate it too much. I put this together based on some of the discussions I've read and participated in. Trying to build a modular PHB is a bit of pain and I've only scratched the surface. Still, it was an interesting exercise. I'm beginning to understand what is going to need to be done by the designers if the game is going to truly be modular. Let me know what you all think. And feel free to tear it all apart and make suggestions. What do you like? what do you hate? Etc. ______________________________________________ [SIZE="3"][B]Knightfall's Theorectical D&D[sup]N[/sup] Player's Handbook[/B] [i](First Draft)[/i][/SIZE] [B]Abilities[/B] Strength Dexterity Constitution Intelligence Wisdom Charisma [I]Stat Generation:[/I] Die Roll or Point Buy (what else?) [I]Stat Range:[/I] 3 to 18 is core. [I]Optional Ability Types:[/I] [COLOR="DarkOrange"]Comeliness (foolish_mortals)[/COLOR] [B]Races[/B] [I]Which Races (Yes or No?):[/I] Gnome (No?). [U]Dwarf[/U] [s][I]Enduring[/I][/s] +2 Con [u]Elf[/u] [s][I]Quick[/I][/s] +2 Dex [B]OR[/B] +2 Cha [U]Gnome[/U] [???] [s][I]Tinkerer[/I][/s] +2 Int [U]Halfling[/U] [s][I]Lucky[/I][/s] +2 Cha [B]OR[/B] +2 Dex [U]Human[/U] [s][I]Adaptable[/I][/s] +2 Any one ability [COLOR="DarkOrange"]Concerning abilities, I hope they finally ditch this "only even scores matter" system, and hence the +2/-2 racial adjustments. Even more, I'd like to see 4e-style +2/no penalty for demi-humans, and freebie +2 for humans gone, as it contributes significantly to the ability creep. (Tilenas)[/COLOR] [I]Negative Modifiers:[/I] An optional choice for those that prefer pre-4e. [B]Classes[/B] [U]Cleric[/U] [s][I]Power Source:[/I] Divine[/s] [I]Core Abilites:[/I] Prayers, Turn Undead [I]Skills Module:[/I] Faith focus [I]Feats Module:[/I] Divine Feats, Magic Item Crafting [U]Fighter[/U] [s][I]Power Source:[/I] Martial[/s] [I]Core Abilities:[/I] Stunts, Unrestricted Arms and Armor [I]Skills Module:[/I] Crafting focus [I]Feats Module:[/I] Stunt Feats, Weaponry Feats [U]Rogue[/U] [s][I]Power Source:[/I] Luck[/s] [I]Core Abilities:[/I] Talents, Hidden Strike (a new name for Backstab/Sneak Attack) [I]Skills Module:[/I] Thievery focus [I]Feats Module:[/I] Talent Feats, Skill Feats [u]Wizard[/u] [s][I]Power Source:[/I] Arcane[/s] [I]Core Abilities:[/I] Spells, Familiar [I]Skills Module:[/I] Magecraft focus [I]Feats Module:[/I] Arcane Feats, Magic Item Crafting [I]Which Other Classes?:[/I] [COLOR="DarkOrange"]the Ranger and the Bard - and I may even suggest a full 10-13) (TrippyHippy); seeing Paladins as an option for fighter, and rangers for the Rouge [sic] class (Raith5)[/COLOR] [I]Level Range:[/I] This is tough. Some people want 10 levels, some want 20, and some want 30. Based on the Epic thread, most would be willing to leave Epic out of the core. So, I'll split the difference between 10 and 20 and go with 15. How many campaigns go higher than that? The higher levels (16 to 30) would be saves for Advanced Player's Handbook (or Epic-Level Handbook). [I]Level Progression:[/I] A touchy subject. Should there be one progression chart for all the classes or should progression be based on type of class or perhaps power source. Any sort of alternate THAC0-like progression modules should be presented in an appendix. But old schoolers will want the option of referencing charts (I assume). Multiclassing would be optional. Would include an option for creating PCs using a character's race as his class. Would be a form of multiclassing. [I](This might be better suited to the DMG. A full section on how to create classes for nonstandard races and monsters.)[/I] [B]Skills[/B] [I](Optional)[/I] Tied directly to ability scores. In the core, there are no skills. All checks and saves are made through ability checks. [I]1st Module:[/I] Simple skills useful while adventuring. Point/level based on class selection. Cleric: 2; Fighter: 1; Rogue: 4; Wizard: 3. [I]2nd Module:[/I] The best aspects of 3e and 4e combined. Skill challenges could come in at this level or be another optional module. [B]Feats[/B] [I](Optional)[/I] Requirements based on ability scores, race, or class. Don't tie directly to skills in case someone wants to use them without the skill module. [B]Alignment[/B] [I](Optional)[/I] [I]Six main aspects of alignment:[/I] Good, Evil, Lawful, Chaotic, Neutral, and Unaligned. Each DM builds the alignment system he or she wants by combining the various aspects or by simply selecting a few to become the alignments in his or her game. [I]EG. Imagine this type of game:[/I] Lawful Good, Chaotic Good, Lawful Evil, Chaotic Evil, Unaligned. Alignments are not tied directly to races, classes, monsters, powers, etc. Should the classic 9 alignments be core? [B]Combat[/B] [I]To hit:[/I] Roll a d20, modifiers based on modular complexity. [I]AC:[/I] Armor class can scale up or down depending on the DM's preference. Optional rule for making AC a defense-like save. [COLOR="DarkOrange"]Optional rules for using armor as damage reduction. (MortalPlague)[/COLOR] [I]Saves:[/I] In the core, based on ability checks. More complicated modules allow for the Ref/Fort/Will split or the older 1e/2e options. Advanced Combat Tactics are optional. The DM has the option to simply use ability checks for things like grapple. [I]Any other ideas???[/I] [B]Powers [or Class Abilities, if you prefer][/B] Each class would have one or two iconic class abilities. All other options are modular depending on the DM's style of game. The use of 4E "power sources" would be optional. [I]Arcane:[/I] The iconic D&D arcane spells. [I]Divine:[/I] The iconic D&D divine prayers. [I]Luck:[/I] Special talents for rogues and other clandestine archetypes [I]Martial:[/I] Special stunts for fighters and other martial archetypes [B]Themes[/B] [I](Optional)[/I] While the name is based on the 4E equivalent, this section would combine the best aspects of prestige class advancement with 4e paragon paths in a reworked theme structure. Themes would likely have to be tied to powers. Maybe in the DMG or saved for a separate sourcebook. [B]Magic[/B] Schools of Magic? Should Vancian magic be the core option? What about spell points? Or 4E's system? [B]Magic Items[/B] In the core game, magic items are unique and PCs do not have the option to craft them. [I](Too restrictive.)[/I] [I]Higher modules:[/I] Basic items could be crafted. Uses Common, Uncommon, Rare item structure. Special magical items exist that cannot be crafted or that requires a quest. Artifacts exist above this level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Trying to Flesh Out the 5E PHB: Not Easy!
Top