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Why Don't We Simplify 5e?
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<blockquote data-quote="Undrave" data-source="post: 8364849" data-attributes="member: 7015698"><p>I recently bought <a href="https://www.drivethrurpg.com/product/151366/Ryuutama--Natural-Fantasy-Roleplay" target="_blank">Ryuutama</a> on DriveThruRPG and I'm considering running it. There's seven classes that can all fit on one page each, and each is basically three different skills you get at level 1. Then you can pick to be a Combat Type, Technical Type, or Magic Type (and even magic spells are very few and fairly simple). There's only 3 different stat array possible and there's only 4 different ability scores. Monsters are very simple too. </p><p></p><p>Another simpler game I have run to some degree of success is <a href="https://www.drivethrurpg.com/product/121604/Cartoon-Action-Hour-Season-3-rulebook" target="_blank">Cartoon Action Hour </a>which has a very free form system where you basically make up your own traits (with a few rules on how they can be used) with a score within a specified range. The characters only change at the end of a 'season' of 'episodes'.</p><p></p><p>I think both could help you out. </p><p></p><p></p><p>I actually considered creating simplified classes that can basically fit on a single page or so, with each having baked-in choices. You just pick what you want to be and there you go. For exemple, you could have a 'pyromancer' class and your spell lists would just be "At level 1 you get two out of Absorb Element, Burning Hand and Faerie Fire and Hellish Rebuke" and you get the other two at level 2 or something. . Basically, a pre-gen with a small selection of choices (at best).</p></blockquote><p></p>
[QUOTE="Undrave, post: 8364849, member: 7015698"] I recently bought [URL='https://www.drivethrurpg.com/product/151366/Ryuutama--Natural-Fantasy-Roleplay']Ryuutama[/URL] on DriveThruRPG and I'm considering running it. There's seven classes that can all fit on one page each, and each is basically three different skills you get at level 1. Then you can pick to be a Combat Type, Technical Type, or Magic Type (and even magic spells are very few and fairly simple). There's only 3 different stat array possible and there's only 4 different ability scores. Monsters are very simple too. Another simpler game I have run to some degree of success is [URL='https://www.drivethrurpg.com/product/121604/Cartoon-Action-Hour-Season-3-rulebook']Cartoon Action Hour [/URL]which has a very free form system where you basically make up your own traits (with a few rules on how they can be used) with a score within a specified range. The characters only change at the end of a 'season' of 'episodes'. I think both could help you out. I actually considered creating simplified classes that can basically fit on a single page or so, with each having baked-in choices. You just pick what you want to be and there you go. For exemple, you could have a 'pyromancer' class and your spell lists would just be "At level 1 you get two out of Absorb Element, Burning Hand and Faerie Fire and Hellish Rebuke" and you get the other two at level 2 or something. . Basically, a pre-gen with a small selection of choices (at best). [/QUOTE]
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