Oh my... let's see. How would I change things for 6e?
Far Reaching Systems Changes:
1) No longer a strict d20 System. d20s are a part of the game, but not the exclusive resolution of all systems.
2) Proficiency Bonuses do not grow as a set number, but are instead a dice you add to your d20 roll. +2 becomes 1d4. +6 becomes +1d12 And being proficient means you can never roll a nat 1, only a "nat 2" or higher.
4) Advantage and Disadvantage still exist, and allow you to roll 2d20 in appropriate situations and take the higher or lower of the two rolls, but do not affect Proficiency Dice.
5) Rest durations are VARIABLE rather than fixed. A short rest can be 1 minute to catch your breath in a tense situation, or 4 hours in camp. Long Rests can be a few hours between battles or a week of recovery. This variability is determined by the current situation and adjudicated by the DM.
7) Countdown Dice resolve tense noncombat situations. Someone picking a lock will eventually succeed. It's just a matter of time, tools, and skill. But perhaps not before the party is found by the patrolling guards, for example.
Major Character Creation Changes:
1) Race is broken down into Species and Culture.
3) Classes will be revamped fairly drastically.
Major Skill Changes:
1) LSA rolls. Luck (1d20) Skill (Proficiency Dice) Attribute (Ability Score Modifier)
2) Critical Failure of a skill check is possible if you do not have Proficiency on a roll of a Natural 1. Other than failure there is no associated serious penalty.
3) Skills have Default Attributes
5) Skill Based Countdowns are a default for activities which are performed until completion, such as searching for a secret door or picking a lock. These Countdowns involve a no-fail scenario where the only cost is time.
6) Passive Skills are 10+1/2 Proficiency Dice Value+Attribute.
Major Combat Changes:
1) LSA rolls. Luck (1d20) Skill (Proficiency Dice) Attribute (Ability Score Modifier)
2) Armor uses both Absolute Defense and Damage Reduction values.
Major Magic Changes:
1) There are 4 different types of Magic.
3) Some spells may be class-specific, even if they're from the same source another class uses.
4) Healing uses the target's Hit Dice Size, rather than a value set by the spell.
5) Sensible, but somewhat varied, component rules.
Major Environmental Changes:
1) Exploration Gameification through something like the A5e Journey System.
2) Social Gameification through something like the A5e Journey System.
3) Downtime Options as a core function.
Far Reaching Systems Changes:
1) No longer a strict d20 System. d20s are a part of the game, but not the exclusive resolution of all systems.
2) Proficiency Bonuses do not grow as a set number, but are instead a dice you add to your d20 roll. +2 becomes 1d4. +6 becomes +1d12 And being proficient means you can never roll a nat 1, only a "nat 2" or higher.
2a) Proficiency Bonuses can be reduced by different circumstances, but can never be lowered into a negative proficiency.
2b) If your Proficiency bonus would be increased above 1d12, roll twice and take the better of the two rolls.
2c) Halfling Luck and other functions triggered by a Nat 1 on a d20 roll still come into play, allowing you to reroll the d20.
3) It is possible to Critically Fail on Saves and Skill Checks. Doing so doesn't automatically have a big secondary effect, but if you roll a 1 on a jump check and your Strength Mod beats the DC but you don't have proficiency you have still failed.4) Advantage and Disadvantage still exist, and allow you to roll 2d20 in appropriate situations and take the higher or lower of the two rolls, but do not affect Proficiency Dice.
5) Rest durations are VARIABLE rather than fixed. A short rest can be 1 minute to catch your breath in a tense situation, or 4 hours in camp. Long Rests can be a few hours between battles or a week of recovery. This variability is determined by the current situation and adjudicated by the DM.
5a) Introduce the Full Rest, which restores all Hit Dice, removes all Exhaustion, and takes significantly longer than the Long Rest.
5b) The DM can optionally choose a set time interval for each type of rest.
6) Magic is one form of Supernatural Power, but not the only form. It is also divided by different spellcasting traditions and sources for narrative purposes with the explicit understanding that a given setting's narrative choices override the default.7) Countdown Dice resolve tense noncombat situations. Someone picking a lock will eventually succeed. It's just a matter of time, tools, and skill. But perhaps not before the party is found by the patrolling guards, for example.
7a) The DM selects a number of d6s based on how long it should take to complete the task.
7b) The Players roll the dice each round and remove dice that roll a 6 from the pool.
7c) Players with Proficiency may remove dice with a 5 or a 6 showing.
7d) Players with Expertise may remove dice with a 4, 5, or 6 showing.
7e) The DM rolls a similar pool based on the opposing party or danger.
7f) Countdowns can also be unilateral, with the DM rolling to see how long before an enemy joins a fight, or a player trying to destroy an artifact while their allies hold off cultists trying to stop them.
Major Character Creation Changes:
1) Race is broken down into Species and Culture.
1a) Cultures can be based on a given race, like a set of different Elven Cultures, but most cultures are more general like Seafaring or Cosmopolitan, or a combination of different cultures like Seafaring Raiders and Seafaring Explorers.
1b) Species involves things like whether or not you have Darkvision, how you Sleep, the amount of Air, Food, and Water you need, how fast you move as a baseline.
1c) Culture determines skills, feats, spellcasting traits separate from classes, and other culturally reinforced identity.
1d) Guidelines will be provided to create new cultures and subcultures to increase narrative variety.
2) Attributes can be Point Buy, Standard Array, or a Dice Rolls. AL will not accept dice rolls, obviously.3) Classes will be revamped fairly drastically.
3a) All spellcasters will use Cantrips that scale in a manner similar to a fighter's total number of attacks.
3b) Spellcasters will get a much smaller and scaling number of spell slots to use during the day, rather than a lot of level specific slots ranging from 1-9.
3c) Spellcasters will largely function on a long-rest basis, but regain a small amount of their power on a short rest, except the Warlock which is the reverse.
3d) Martial Characters will get their own chapter of Martial Maneuvers that have a short-rest use limit and a very small number of long-rest options.
3e) Psionics will become a part of the core game. Psionicists will largely function like spellcasters, only that their powers are almost all Cantrips which use a short-rest recovery spell point mechanic to improve different aspects of those cantrips to change their function.
3f) Druids will no longer have Wild Shape by default. Instead they'll have "Primal Power" which is similar to Channel Divinity, of which Wild Shape will be an option that recovers on a Short Rest rather than a Long Rest basis.
3g) Clerics will lose their Armor Proficiencies, by default, and gain an Unarmored Defense basis, with the option of gaining armor through specific Subclasses
3h) Clerics gain bonuses when casting from their chosen domain.
3i) Bards will gain more song/art/performance based class features that can be Maintained as a bonus action. Maintaining a performance can require giving up a portion of your movement doing fancy dances, making a speech which cannot be disguised, or singing and playing instruments audible to normal ranges.
3j) Ritual Casting is something every spellcaster type character gets, and the Ritual Spell Lists will be drastically increased to include a lot of out-of-combat magic. Casting times will range from Countdown(x) where X is the number of d6s used, to 8 hours for particularly high level or far-reaching rituals. Resurrection is something you set the better part of a day aside to complete.
Major Skill Changes:
1) LSA rolls. Luck (1d20) Skill (Proficiency Dice) Attribute (Ability Score Modifier)
2) Critical Failure of a skill check is possible if you do not have Proficiency on a roll of a Natural 1. Other than failure there is no associated serious penalty.
3) Skills have Default Attributes
3a) A player may request, and a DM adjudicate, the use of an unconventional skill/attribute combination.
3b) The DM may outright request an unconventional skill/attribute combination if it fits the situation.
4) Expertise does not increase Proficiency Size, but allows you to roll your proficiency dice twice on relevant skill checks and take the higher of the two rolls.5) Skill Based Countdowns are a default for activities which are performed until completion, such as searching for a secret door or picking a lock. These Countdowns involve a no-fail scenario where the only cost is time.
6) Passive Skills are 10+1/2 Proficiency Dice Value+Attribute.
Major Combat Changes:
1) LSA rolls. Luck (1d20) Skill (Proficiency Dice) Attribute (Ability Score Modifier)
2) Armor uses both Absolute Defense and Damage Reduction values.
2a) Absolute Defense is the value applied to your AC to determine whether or not an attack hits or misses.
2b) Damage Reduction is a set amount, modified by magical bonus, which reduces incoming damage by that value.
2c) Absolute Defense is not increased by an armor's magical bonus, damage reduction is.
3) Initiative is a Skill Check based on the situation.3a) Default to Perception.
3b) Optional Rule for using Dexterity as default
4) Critical Hits (Nat 20 on the d20 regardless of proficiency roll) double all damage and apply Wounds.4a) Wounds reduce your Maximum HP by the amount rolled.
4b) If your Wound total is equal to your Maximum HP you are Doomed to Die.
5) Defenses can negate a critical hit.5a) A shield can be sacrificed outright to negate a critical hit and the wound it would cause, resulting in a normal hit.
5b) Your armor's value, both in Absolute Defense and Damage Reduction, may be halved until repaired to negate a Critical Hit. You can only damage armor this way once until it has been repaired.
5c) A critical hit which deals no damage due to Damage Reduction does not apply any Wound.
6) Flanking, positional combat benefits, and basic combat maneuvers are added.6a) When flanking an opponent (Characters on opposite facings of the target's square) treat your proficiency die as 1 size larger for attacks or skill checks against the target.
6b) Being positioned above your target increases your proficiency dice to attack rolls by 1 size. Being below reduces it by 1 size.
6c) Standing back to back moves two willing allied creatures within 1 size category of each other into the same space, these creatures cannot be flanked, but also move of their lowest combined speed if they choose to remain back to back.
6d) Disarming a target can be performed with melee attacks, whether natural, weapon, or spell attacks. And with a class feature or feat, ranged attacks can also be used to disarm a target. Disarming only works on targets using manufactured weapons, not natural weapons or magical effects shaped like weapons.
7) Cover alters your Proficiency Dice by 1 negative step against a target behind partial cover, 2 steps behind half-cover, and 3 steps behind 3/4 cover. It no longer provides an Armor Class Bonus.Major Magic Changes:
1) There are 4 different types of Magic.
1a) Arcane: Used by Wizards, Sorcerers, and Artificers. Has it's own spell list with spells labeled by School. No Healing. Baseline otherwise.
1b) Divine: Used by Clerics and Paladins. Has it's own spell list with spells labeled by Domains. More Buffs without concentration required.
1c) Occult: Used by Bards and Warlocks. Has it's own spell list. More Target Control/Manipulation without concentration required. Minimal healing.
1d) Primal: Used by Druids and Rangers. Has it's own spell list. More Battlefield Control without concentration required.
4) Subclasses are also tied to a specific magic type, such as Arcane Tricksters and Eldritch Knights being Arcane, while a Primal Rager might be a Barbarian with Primal Spellcasting.3) Some spells may be class-specific, even if they're from the same source another class uses.
4) Healing uses the target's Hit Dice Size, rather than a value set by the spell.
5) Sensible, but somewhat varied, component rules.
5a) Arcane uses V/S/M. Verbal can be heard within earshot at normal volume. Focus can replace cheap material and be used for somatic gestures. Focus is a Wand, Staff, Orb, or Deck of Cards.
5b) Divine uses Prayer and Focus. The prayer is quiet, audible only within 5ft, but the Focus must be presented visibly. Focus is a Holy Symbol.
5c) Occult uses Chanting or Music and Sacrifices. Chanting and Music cannot be hidden and are audible within earshot at normal volume. Sacrifices are material components made into representations of people or things, but may also include Hit Points, Hit Dice, or even small animal sacrifices depending on the spell.
5d) Primal uses Calls, Focuses, and Sacrifices. Calls are animal noises, nature sounds, or guttural cries. Focuses are typically staves, mistletoe, shillelaghs, or carved animal and elemental symbols on stone, wood, or bone.
Major Environmental Changes:
1) Exploration Gameification through something like the A5e Journey System.
2) Social Gameification through something like the A5e Journey System.
3) Downtime Options as a core function.
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