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Why Don't We Simplify 5e?
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8364527" data-attributes="member: 6871653"><p>Using the Basic Rules would be a nice start.</p><p></p><p>Then go over each Basic class to remove most of resource keeping for classes or make them Prof Bonus per long rest.</p><p>Ex: Second Wind is now use an Action to spend 1 HD.</p><p>Ex: Extra attack grant a extra damage die equal to the weapon damage die the fighter can use on a single creature or spread different creature within range if the original attack also hit the other targets.</p><p>Ex: Indomitable (lvl 9) now grant 1d6 bonus to saves.</p><p>Ex: Action Surge can be used PB/Long rest. Same with Channel Divinity.</p><p>Ex: Remove Arcane Recovery. Give a little more low-level slots instead.</p><p>Ex: Sneak attack can be used with all one handed weapons in which the rogue is proficient.</p><p></p><p>Then go over the rules in general:</p><p>- Build-in the archetypes: Champion/Thief/Life/Speciality wizard.</p><ul> <li data-xf-list-type="ul">Short Rest aint a thing. Everything is based on an adventuring day.</li> <li data-xf-list-type="ul">Expertise gives Advantage on a skill check. If the roll has already advantage, you can roll another d20 (like Elven Accuracy).</li> <li data-xf-list-type="ul">Tools are replaced by profession/craft/background. If you make an ability check related to your background/craft/profession's domain, you can add your PB.</li> <li data-xf-list-type="ul">Monsters have their minimal possible HP, unless they are Elite/Boss.</li> <li data-xf-list-type="ul">Ranged weapons have a short/long range based on the character STR, only exception being crossbows with a fixed range. Dex isnt added to ranged weapon damage, only melee and thrown weapons get to add an ability modifier.</li> <li data-xf-list-type="ul">Movement and range use zones: close, near, far, distant.</li> <li data-xf-list-type="ul">Remove bonus action, everything use either an Action, Free Action or Reaction. You cant use more than one free action per round. Dual wielding do not requires a bonus action, obvs.</li> <li data-xf-list-type="ul">Initiative uses slow/fast turns; Players go first. You cant move during fast turns; you can only do one thing.</li> <li data-xf-list-type="ul">Remove active concentration: you can only have 1 non-instant duration spell active at a time. You have a Concentration score of 10+Con+PB, if you take total damage higher than your Concentration in one turn, you lose your spell.</li> <li data-xf-list-type="ul">Rituals are only usable has rituals.</li> </ul><p></p><p>That'd be my ideas for now.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8364527, member: 6871653"] Using the Basic Rules would be a nice start. Then go over each Basic class to remove most of resource keeping for classes or make them Prof Bonus per long rest. Ex: Second Wind is now use an Action to spend 1 HD. Ex: Extra attack grant a extra damage die equal to the weapon damage die the fighter can use on a single creature or spread different creature within range if the original attack also hit the other targets. Ex: Indomitable (lvl 9) now grant 1d6 bonus to saves. Ex: Action Surge can be used PB/Long rest. Same with Channel Divinity. Ex: Remove Arcane Recovery. Give a little more low-level slots instead. Ex: Sneak attack can be used with all one handed weapons in which the rogue is proficient. Then go over the rules in general: - Build-in the archetypes: Champion/Thief/Life/Speciality wizard. [LIST] [*]Short Rest aint a thing. Everything is based on an adventuring day. [*]Expertise gives Advantage on a skill check. If the roll has already advantage, you can roll another d20 (like Elven Accuracy). [*]Tools are replaced by profession/craft/background. If you make an ability check related to your background/craft/profession's domain, you can add your PB. [*]Monsters have their minimal possible HP, unless they are Elite/Boss. [*]Ranged weapons have a short/long range based on the character STR, only exception being crossbows with a fixed range. Dex isnt added to ranged weapon damage, only melee and thrown weapons get to add an ability modifier. [*]Movement and range use zones: close, near, far, distant. [*]Remove bonus action, everything use either an Action, Free Action or Reaction. You cant use more than one free action per round. Dual wielding do not requires a bonus action, obvs. [*]Initiative uses slow/fast turns; Players go first. You cant move during fast turns; you can only do one thing. [*]Remove active concentration: you can only have 1 non-instant duration spell active at a time. You have a Concentration score of 10+Con+PB, if you take total damage higher than your Concentration in one turn, you lose your spell. [*]Rituals are only usable has rituals. [/LIST] That'd be my ideas for now. [/QUOTE]
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