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Twelve actions for an even fresher 6th edition, or for an ultra-basic retooling of 5e
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<blockquote data-quote="Sadrik" data-source="post: 6652350" data-attributes="member: 14506"><p>Yes simplicity. 4 classes, the four most basic classes Fighter/Rogue and then Magic-user/<armored caster>. I might even say only human in core. Then spend most of your page count on equipment. Have a simple spell system, perhaps even as simple as calling the schools the spells abjuration, evocation, etc. as the spells themselves. For non-spell casters they need a combat ability. Each class and spell system could be further defined in the excursion rules and more specialties and add on systems given. A stripped down muscle car.</p><p></p><p></p><p>Yes, a core book that is made under several price points and formats.</p><p></p><p></p><p>Keep a license that allows for others to add to the tapestry that is D&D.</p><p></p><p></p><p>Not necessary. Allow DMs to determine if a central setting is needed. A multi-genre setting is neat, but not all would like it. It would have to be an option not a characteristic of D&D.</p><p></p><p></p><p>D&D is synonymous with RPG. Make the system allow any type of settings. How gritty the setting is can be set in the excursion rules. I think this is an excellent notion.</p><p></p><p></p><p>Yes with a simple core, you can add all the complexity into the excursions. Write lots of them. Perhaps do a manual of different settings and only provide enough to get the setting started for character generation and throw a few ideas for a DM. Then popular ones get more. Crisis on infinite D&D.</p><p></p><p></p><p>Yes with many excursions you would need to have lots of conversion notes. Then this adds to the playability of any of the excursions in the various settings.</p><p></p><p></p><p>Not sure about this one, but updating and including the previous modules and adventures into the game could be good. It will keep those shared experiences alive.</p><p></p><p></p><p>Would be nice, however, they have their own games and systems and may be like um... why would I compete with myself?</p><p></p><p></p><p>Sure. Low priority though.</p><p></p><p></p><p>More the complexity to another book. </p><p></p><p>They could also treat the current 5e PHB as the complex "advanced" book and have a new simple D&D 5e core book that does everything you are looking for. I would be interested.</p><p></p><p></p><p>Um, non-issue.</p><p></p><p>Good ideas, I support a simpler game that has added on complexity. I role-play for the game events and camaraderie not the crunch. I also am interested in experiencing settings through the game rather than simply reading about them in a source book. Shearing complexity allows more space for fostering ideas and creativity.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6652350, member: 14506"] Yes simplicity. 4 classes, the four most basic classes Fighter/Rogue and then Magic-user/<armored caster>. I might even say only human in core. Then spend most of your page count on equipment. Have a simple spell system, perhaps even as simple as calling the schools the spells abjuration, evocation, etc. as the spells themselves. For non-spell casters they need a combat ability. Each class and spell system could be further defined in the excursion rules and more specialties and add on systems given. A stripped down muscle car. Yes, a core book that is made under several price points and formats. Keep a license that allows for others to add to the tapestry that is D&D. Not necessary. Allow DMs to determine if a central setting is needed. A multi-genre setting is neat, but not all would like it. It would have to be an option not a characteristic of D&D. D&D is synonymous with RPG. Make the system allow any type of settings. How gritty the setting is can be set in the excursion rules. I think this is an excellent notion. Yes with a simple core, you can add all the complexity into the excursions. Write lots of them. Perhaps do a manual of different settings and only provide enough to get the setting started for character generation and throw a few ideas for a DM. Then popular ones get more. Crisis on infinite D&D. Yes with many excursions you would need to have lots of conversion notes. Then this adds to the playability of any of the excursions in the various settings. Not sure about this one, but updating and including the previous modules and adventures into the game could be good. It will keep those shared experiences alive. Would be nice, however, they have their own games and systems and may be like um... why would I compete with myself? Sure. Low priority though. More the complexity to another book. They could also treat the current 5e PHB as the complex "advanced" book and have a new simple D&D 5e core book that does everything you are looking for. I would be interested. Um, non-issue. Good ideas, I support a simpler game that has added on complexity. I role-play for the game events and camaraderie not the crunch. I also am interested in experiencing settings through the game rather than simply reading about them in a source book. Shearing complexity allows more space for fostering ideas and creativity. [/QUOTE]
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Twelve actions for an even fresher 6th edition, or for an ultra-basic retooling of 5e
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