D&D General Weapons should break left and right

So now I'm curious: in short form, what would your ideal D&D look like? What would its style be? How would it play at the table?
A combat and social focused game with more relational/narrative mechanic built-in. I want a fun punch-up game where classes can do cool naughty word as early as possible, completely skipping the 'early game nobody' part to just be something that's optional with mechanics for either relationships or character arc built into the design of the game.

Alternatively, completely split the 'combat' and 'non-combat' capabilities of PCs so that now being a 'sneaky backstabber that uses advantage' is completely delineated from 'Stealth and trapmaster expert', with each character choosing one combat class and one non-combat class.

Also kill vancian casting
 

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I too want to cast spells. Big, flashy, reality bending spells that have a capacity to turn the tides and completely reshape the dire situation.

Not to sling a lot of weak spells all day long.
I want to cast mid spells all day long with one or two big flashy reality bending spells. The fact that I can cast them more than 3 times per day is atrocious.
 

Yea, 2/3ed low level wizards sucked. 2ed wizard had 1/2/3/5/7 slots per day. In 3.5 you got cantrips, so your progression with them was 4/6/7/9/10. Sure, you get slot or two for high intelligence. Wohoo. In effect, your slots dictated number of turns in combat you in which you can actually be spellcaster ( and if you used slot for casting something utility wise outside of combat, that number drops). Without spells, you had low hp, low ac, low to hit in melee with slightly better one in range (dex was solid secondary/tertiary stat for wizard). In combat heavy session, low level wizard player would fire off their few spells and then sit rest of the time, maybe trying to hit something with light crossbow. SO much fun. With unlimited cantrinps, you actually feel like you are wizard. You have some magic at your disposal always.
 


That's the 5e system (and I think 5e2024 is the same) and that why I proposed ways to fix it.
So, I found my mockup:

1_20251007_101418_0000.png


Your carrying capacity is your Strength score in Zent.

A Zent corresponds approximately to 10 pounds / 5 kilograms. 500 coins equal one Zent.

Overloaded
For every Zent over your carrying capacity, your speed is reduced by 5 ft / 1.5 m.
If you carry more than 2 Zent over your capacity, you have disadvantage on Dexterity saving throws.
If you carry more than 4 Zent over your capacity, you have disadvantage on all saving throws, ability checks, and attack rolls. Attack rolls against you have advantage.

Lightly Loaded
If you carry less than half your carrying capacity, your speed increases by 5 ft / 1.5 m. (Round up carrying capacity ÷ 2)

Very Lightly Loaded
If you carry less than ¼ of your carrying capacity, you gain advantage on Dexterity saving throws. (Round up carrying capacity ÷ 4)

2_20251007_101418_0001.png


Just by putting items you have in the right size category in your inventory sheet, you super easily can see, how much you actually cary. And the Groupings inside a size category (under 1 Zent) add up to 1 zent. So this inventory sheet should make tracking encumbrance much easier.
II also added incentive to track your inventory, by adding positive things if you are lightly Loaded.

Here is a pdf with all (non magical) items converted to zent for reference and the whole system in one file.
 

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