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Why Don't We Simplify 5e?
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<blockquote data-quote="BookTenTiger" data-source="post: 8365385" data-attributes="member: 6685541"><p>This does make me wonder what a FATE: Accelerated version of 5e would look like...</p><p></p><p>If I am remembering right, FATE Accelerated just had abilities and some powers you made up, no skills.</p><p></p><p>5eA could just have the six ability scores and no skills. Your lineage and class could give you advantage when doing certain narrative things, like Sneaking or Perceiving. Or just to ability checks in general!</p><p></p><p>There would be classes but no subclasses. Each class would give you some base powers that improve over time, but you wouldn't necessarily get new powers. Maybe power trees that somewhat resemble subclasses? So a cleric, for example, could choose to invest in a branch of Life powers or Light powers or War powers? That might be getting too complicated already.</p><p></p><p>How would spells be simplified?</p><p></p><p>Again you could have a handful of different spells that can then be invested in when leveling up. You could base them on the different spell domains, like an Evocation Spell that does elemental damage, and a Conjuration Spell that summons a monster. Rather than having separate spells for Fireball and Lightning Bolt, you could just have one Elemental Blast spell that you can use to target one enemy (more damage) or a bunch (less damage).</p><p></p><p>I could also see using Advantage and Disadvantage as a generic tool to replicate various maneuvers and powers... The guideline could be "if you want to do something tricky roll it with disadvantage." If it succeeds, you get an extra effect, like knocking an enemy down, etc.</p><p></p><p>Get rid of Saving Throws, and just have three defenses: AC, Fortitude, Will. All effects are active rolls instead of a mix of attacks and Saving Throws.</p><p></p><p>Hm! Lots of ideas here, and it's fun to think about!</p><p></p><p>I think one interesting goal of a Simplified Version of 5e would be to be able to sit down and play a High Level Game quickly. To me, high levels are when D&D's complexity transforms into complication.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8365385, member: 6685541"] This does make me wonder what a FATE: Accelerated version of 5e would look like... If I am remembering right, FATE Accelerated just had abilities and some powers you made up, no skills. 5eA could just have the six ability scores and no skills. Your lineage and class could give you advantage when doing certain narrative things, like Sneaking or Perceiving. Or just to ability checks in general! There would be classes but no subclasses. Each class would give you some base powers that improve over time, but you wouldn't necessarily get new powers. Maybe power trees that somewhat resemble subclasses? So a cleric, for example, could choose to invest in a branch of Life powers or Light powers or War powers? That might be getting too complicated already. How would spells be simplified? Again you could have a handful of different spells that can then be invested in when leveling up. You could base them on the different spell domains, like an Evocation Spell that does elemental damage, and a Conjuration Spell that summons a monster. Rather than having separate spells for Fireball and Lightning Bolt, you could just have one Elemental Blast spell that you can use to target one enemy (more damage) or a bunch (less damage). I could also see using Advantage and Disadvantage as a generic tool to replicate various maneuvers and powers... The guideline could be "if you want to do something tricky roll it with disadvantage." If it succeeds, you get an extra effect, like knocking an enemy down, etc. Get rid of Saving Throws, and just have three defenses: AC, Fortitude, Will. All effects are active rolls instead of a mix of attacks and Saving Throws. Hm! Lots of ideas here, and it's fun to think about! I think one interesting goal of a Simplified Version of 5e would be to be able to sit down and play a High Level Game quickly. To me, high levels are when D&D's complexity transforms into complication. [/QUOTE]
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