D&D 5E Your 5E

Key things that define the game.

Character Creation
Players would be encouraged to work with their GM to determine parts of their background before they became an adventurer. Maybe you're supposed to pick three background elements, and they're each presented as some sort of bonus resource. "Oh, you've got a family. Great. You have the Resource - Family ability, so you can call in favors." Make it seem mechanical, but really just be flavorful, to remind new players that they're playing characters.


Core Mechanics
(When designing a game, I think you can scale either HP or attack bonuses/defenses by level, but not both. So...)

D20-based, as usual. Take some of Monte Cook's ideas about skills having, say, 5 ranks from untrained to novice to trained to expert to master. Actions would require a certain rank in that skill for auto success. If you're one or two ranks two low, roll to see if you can pull it off. Three ranks too low? No chance.

In combat, I'd keep HP, because that's classic to D&D, but a normal human only ever has between 10 and 20. Giants might get up to 40, and really titanic creatures like dragons possibly as high as 100. Improved survivability comes in the form of increasing attack bonuses and defenses, and perhaps small amounts of magical damage resistance. In this game, an attack that hits for 10 damage is a powerful blow regardless of the level. 'Cure light wounds' will make more sense when 1d8 is good at both 1st and 20th level.

(This has the benefit of letting us get back to just rolling dice for damage, and not having to add many modifiers. A greatsword might be 1d10. A barbarian with a greatsword, still 1d10. A magic greatsword? Okay, maybe 1d10+1. A giant's greatsword? Maybe 2d10.)


Races
Sure, the usual. But no ability score modifiers. Find some other way to make elvish archers and dwarf axe-swingers good.


Classes
I like the 3e model of being able to pick and choose among classes. If we decouple attack and defense bonus improvements from 'class level' and link it just to 'total level,' you end up with more freedom to pick and choose options without concern for ending up underpowered.

I'd love to get rid of ugly 'power card' format for abilities. Present them in paragraph text form, perhaps with some special format for actual mechanics, like attack bonuses and damage. The character builder should pop out something that looks more like a 4e monster stat block that fits on one page, rather than the 5 to 10 page monster we get for PCs now.

The idea of class roles is nice, but can be loosened up. Let's present classes narratively first ("Fighters are focused on martial prowess. Rogues rely on tricks and surprise in battle. Wizards are poor with weapons, but if you let them cast a spell they can change a battle in countless strange ways."), then list various options characters can take, with notes of what role that option best serves.

Like fighters might get to choose one option per level, and at low level they might get to choose from "hold the line" as a defender, "power attack" as a striker, "intimidating presence" as a controller, and "commander tactics" as a leader. And you could create pre-made lists of powers that someone could take if they wanted to be a 'ranger' or 'warlord' or 'cavalier.'

Wizards likewise might get walls of fire for control, lightning bolts for striking, invincibility for defending, and the ability to enchant people's weapons or heal as a leader.


Levels
There are four tiers, each 5 levels long, for a total of 20 levels. This is a d20 game, so I think '20' is a good number to show up a lot.

The beginning of the book says, "Not all games will span all tiers. Most will only cover one or two. D&D is designed to let heroes rise from common people to champions of their world and possibly even gods, but the players and DM should decide what type of game they want to play."

Adventurer Tier. Levels 1-5. This is where D&D has the option to be gritty. You have HP, and when it's gone, you either get a lasting wound or you slowly bleed to death. You're a normal person, and wounds can have actual consequences.

Most adventures would demand avoiding confrontation, solving puzzles, exploring dangerous locations, and occasionally running away.

Heroic Tier. Levels 6-10. This is the default of 4e, where PCs are tough as action heroes. Second winds and magical healing mean the party can jump into combat with confidence that as long as they make it out alive, they can avoid lasting consequences of horrible wounds.

Adventures typically involve hunting down monsters and taking out villains, but should still include elements of exploration and problem solving from adventurer tier.

Paragon Tier. Levels 11-15. If heroic tier is John McClane from Die Hard, paragon tier is pretty much any Arnold Schwarzenegger movie. Or 300. You've got a few encounter powers to block or ignore damage as a reaction; it's not quite the same as having extra hit points, but it does mean you're able to get roughed up more before you're in danger of death.

You're saving the day, laughing in the face of danger, taking on tons of enemies at a time. More importantly, you don't have to just be a team of bad-asses. You can have resources at your disposal, be that armies, thieves' guilds, forests full of critters, or a few angels from the celestial bureaucracy. Your reach extends farther than just what's nearby.

Epic Tier. Levels 16-20. In combat, you're like someone out of Dragon Ball Z or God of War. Out of combat, you have a mythic nature. Your mere presence affects reality.

In combat you can easily heal, even come back from the dead. Mundane attacks pose no threat, so you could wade through a hostile army and emerge unscathed. Combats aren't simply about hitting for damage; you first have to find a way to take away your opponent's power, or to strike at his metaphysical weak point.




The point is to a) make combat feel different at each tier, and b) offer grander scope in adventures each tier. Groups can just pick one part or the other if they want -- maybe you can kill a god just by clocking it in the head with a sling stone -- but the default progression will combine the two.
 
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Wormwood

Adventurer
Epic Tier. Levels 16-20. In combat, you're like someone out of Dragon Ball Z or God of War. Out of combat, you have a mythic nature. Your mere presence affects reality.

I *love* tiers, and especially love what 4e attempted with Epic Destinies. But the more I think about, I find myself wondering what it would be like if once you reach the epic tier (let's say 20th), you get off the XP conveyor belt (i.e. no level 21). Play continues---the game doesn't end until you fulfill your destiny, but you no longer have to track XP and accumulate powers; you're already the apex of your career.

Meh. Just something I've been kicking around. Carry on.
 

Character Creation

Races


Human
Elf
High
Drow
Wood/Sylvan
Half-Elf (multiple builds for racial combinations beyond simply human/elf)
Dwarf
Mountain
Deep/Duergar
Half-Dwarf/Mul (multiple builds for racial combinations beyond simply human/dwarf)
Gnome
Halfling
Half-Orc
Planetouched (Tiefling/Aasimar/Genasi)
Modron (yes, I said it)

Stats


Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Comeliness
Yes, split CHR back up again, grognards! Looks and personal magnetism, though related, are not the same thing. Most fuse the two and handwave it away to fluff descriptions but, truly, I think this works the best. I’m probably the only guy carrying the torch for the stat since Unearthed Arcana, but…


Classes


Warrior
Knight
Barbarian
Warrior=semi-skilled, generic fighter. Knight=Paladin/cavalier-like, with or without alignment restrictions, depending on the build. Barbarian=Conan and Beowulf


Mage
Illusionist
Sorcerer
Warlock
Mage=generic magic-user. Illusionist=specialist. Sorcerer=as per 3E/3.5E. Warlock=as per 3E/4E; YMMV


Cleric
Monk


Rogue
Assassin
Bard


Psion
Psychic Warrior (or Battlemind, whichever sounds better)

In my judgment, psionics and epic play should be part of the core rules from the get-go but should also be the topics of additional supplements later on down the line. Epic play should be more 3E-ish than 4E and I’d do away with the whole notion of ‘tiers’ entirely. You start hitting ‘epic’ at the 21st level and keep on going. No upper limits. No enforced retirement. Dimly-viewed destinies if you like but the idea that we need a mechanical end for gameplay and we’ve got to shoehorn it into the game is, IMO, a mistake.

Cosmology should be a modified Great Wheel but leave the details for another supplement later on. Suffice to say, Sigil should be the centre of things.

Bring back more serious aspects of starjamming (no giant space hamsters, please) as the ‘glue’ to link various worlds/settings together. It might not be enough to make it a setting book but you might be able to squeeze a small supplement of crunch/fluff on the conceptual framework (crystal spheres, starjamming itself…)

Later supplements should bring back the Oriental Adventures side of things. We need a good Eastern setting-style set of mechanics but we should define it wider than the Japan/China/Korea templates we’ve used thus far. It should encompass all of the basic Asian sources, including South Asia (Indian subcontinent) and Central Asia (the ‘Stans). I’m not sure we need to bring back an Arabian Adventures styled setting but you can get touches of it by pulling in Central Asian themes into a new OA.
 
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Lidgar

Gongfarmer
Non-linear advancement in levels. Levels 1-3 go fairly fast, 4-10, moderate, 11+, slow.

Core Races: Human, Elf, Dwarf. "Advanced" races of halfling, gnome, half-orc, half-elf.

Core Classes: Warrior (or Fighter), Wizard, Cleric, Thief. "Advanced" player classes of Assassin, Barbarian, Paladin, Bard (but akin to the 1e bard) Druid, Ranger (akin to the 1e ranger) , Warlock (sorceror-like spellcaster, but different spell list and has a patron), Illusionist.

Feats = class abilities.

Skill system = major skills (level+ability modifier) and minor skills (1/2level+ability modifier), maybe 12 total skill types.

Very few if any stat buffing spells. Buff spells provide flat modifiers (i.e., +1 to hit).

Combat system that makes the grid optional - flanking, AoO, etc. are optional rules.
 

Tehnai

First Post
Levels
There are four tiers, each 5 levels long, for a total of 20 levels. This is a d20 game, so I think '20' is a good number to show up a lot.

The beginning of the book says, "Not all games will span all tiers. Most will only cover one or two. D&D is designed to let heroes rise from common people to champions of their world and possibly even gods, but the players and DM should decide what type of game they want to play."

Adventurer Tier. Levels 1-5. This is where D&D has the option to be gritty. You have HP, and when it's gone, you either get a lasting wound or you slowly bleed to death. You're a normal person, and wounds can have actual consequences.

Most adventures would demand avoiding confrontation, solving puzzles, exploring dangerous locations, and occasionally running away.

Heroic Tier. Levels 6-10. This is the default of 4e, where PCs are tough as action heroes. Second winds and magical healing mean the party can jump into combat with confidence that as long as they make it out alive, they can avoid lasting consequences of horrible wounds.

Adventures typically involve hunting down monsters and taking out villains, but should still include elements of exploration and problem solving from adventurer tier.

Paragon Tier. Levels 11-15. If heroic tier is John McClane from Die Hard, paragon tier is pretty much any Arnold Schwarzenegger movie. Or 300. You've got a few encounter powers to block or ignore damage as a reaction; it's not quite the same as having extra hit points, but it does mean you're able to get roughed up more before you're in danger of death.

You're saving the day, laughing in the face of danger, taking on tons of enemies at a time. More importantly, you don't have to just be a team of bad-asses. You can have resources at your disposal, be that armies, thieves' guilds, forests full of critters, or a few angels from the celestial bureaucracy. Your reach extends farther than just what's nearby.

Epic Tier. Levels 16-20. In combat, you're like someone out of Dragon Ball Z or God of War. Out of combat, you have a mythic nature. Your mere presence affects reality.

In combat you can easily heal, even come back from the dead. Mundane attacks pose no threat, so you could wade through a hostile army and emerge unscathed. Combats aren't simply about hitting for damage; you first have to find a way to take away your opponent's power, or to strike at his metaphysical weak point.

This needs to happen.
 

Pilgrim

First Post
Originally Posted by RangerWickett

Levels
There are four tiers, each 5 levels long, for a total of 20 levels. This is a d20 game, so I think '20' is a good number to show up a lot.

The beginning of the book says, "Not all games will span all tiers. Most will only cover one or two. D&D is designed to let heroes rise from common people to champions of their world and possibly even gods, but the players and DM should decide what type of game they want to play."

Adventurer Tier. Levels 1-5. This is where D&D has the option to be gritty. You have HP, and when it's gone, you either get a lasting wound or you slowly bleed to death. You're a normal person, and wounds can have actual consequences.

Most adventures would demand avoiding confrontation, solving puzzles, exploring dangerous locations, and occasionally running away.

Heroic Tier. Levels 6-10. This is the default of 4e, where PCs are tough as action heroes. Second winds and magical healing mean the party can jump into combat with confidence that as long as they make it out alive, they can avoid lasting consequences of horrible wounds.

Adventures typically involve hunting down monsters and taking out villains, but should still include elements of exploration and problem solving from adventurer tier.

Paragon Tier. Levels 11-15. If heroic tier is John McClane from Die Hard, paragon tier is pretty much any Arnold Schwarzenegger movie. Or 300. You've got a few encounter powers to block or ignore damage as a reaction; it's not quite the same as having extra hit points, but it does mean you're able to get roughed up more before you're in danger of death.

You're saving the day, laughing in the face of danger, taking on tons of enemies at a time. More importantly, you don't have to just be a team of bad-asses. You can have resources at your disposal, be that armies, thieves' guilds, forests full of critters, or a few angels from the celestial bureaucracy. Your reach extends farther than just what's nearby.

Epic Tier. Levels 16-20. In combat, you're like someone out of Dragon Ball Z or God of War. Out of combat, you have a mythic nature. Your mere presence affects reality.

In combat you can easily heal, even come back from the dead. Mundane attacks pose no threat, so you could wade through a hostile army and emerge unscathed. Combats aren't simply about hitting for damage; you first have to find a way to take away your opponent's power, or to strike at his metaphysical weak point.

This needs to happen.
Double-y quoted because it is a great idea.
 

Achan hiArusa

Explorer
I need to organize my thoughts for the variant I am writing for myself.

1. Introduction
2. System (roll d20, roll high)
3. Ability Scores
4. Action Points (awarded per level, modifying die rolls, use to get extra actions, use to reuse expended class features/powers, use for healing surges, feats/racial features/class features that use action points, regaining action points during play by doing something cool during play, variable amount by class tier).
5. Races (Human, Dwarf, Elf, Half-elf, gnome, halfling, half-orc, dragonborn, and tiefling, maybe a few more).
6. Classes (standard 11, add warlord and anti-paladin and a playable expert [For those who want to play whatever they want] and a purely social character [Aristocrat], all classes have at will, encounter, and daily powers, but spell casters get Vancian magic still with flexibility built in so characters can get some spell point options).
7. Description (Height, Weight, Age, Alignment [all 9] with Alliegiances [number based on alignment, extreme alignments get one, true neutrals gain three, others get two]
8. Skills (4e list is fine but add the Gamma World skills and a few d20 skills that got cut that were still useful, skill point and skill slot options for players)
9. Feats (some are action point activated)
10. Combat, Encounters, Roleplaying (Am I alone in hating the entire concept of skill challenges? I use both roleplaying and a skill check to determine results, and I'm a big fan of Exalted's Stunt system)
11. Magic (spells can be cast in a Vancian manner or in a slower ritual form aka Modern Incantations).
12. Spells
13. Appendices

Maybe I am just a bit greedy.
 

Minigiant

Legend
Supporter
The way I would want to see 5E done is split into 3 part.

White Pages- Basic 5E
Green Pages- Advanced 5E (5A)
Orange Pages- Master 5E (5M)


Ability Scores
Ability Checks
Skills (Untrained, Trained, Focused, Expert)
Skill Challenges
Skill Points

The Basic 5E will just do ability checks. Advanced will use 4th edition skill system with a fixed skill challenge system. Master D&D will use 3rd edition skill points.

Races
Basic Races: Human, Elf, Dwarf, Halfling
Other Races: Orc, Goblin, Dragonborn
How to do Half Races (Half Elf, Half Dwarf, Half-Orc
)
Templates: Fey and Dark (Eladrin, Drow, Gnome, Duergar)

Self explanatory.

Classes
Basic: Fighter, Rogue, Cleric, Wizard
Other classes: Ranger, Paladin, Warlock, Sorcerer
Healing surges
Nonspellcasting Class Features
Multiclassing

Alternate Class Themes (replaces feats): Barbaric, Underworld, Academic
Prestige Classes

The basic system will uses the core four. Advanced would add classes that use Advanced magic and class features. Master would add themes and prestige class. For example:

Fighter
HP
Weapon and Armor Proficiencies
Healing surges
Combat Challenge
Weapon Talent

Barbaric- Barbarian (Rage)
Academic-Commander (Inspiring Word)
Underworld-Thug (Dirty Fighting)
Duelist Prestige Class
Vanguard Prestige Class
Cavalier
Prestige Class

Magic
Vancian Magic
Blood Magic (This is at-will and encounter magic)
Spell Points

Well get Vancian Magic for those who want it in Basic. Advanced add 4th edition style magic. And Master adds in spell points/mana.
 


Nivenus

First Post
Rulebooks

  • A basic set for new players that has everything they need to play levels 1-3.
  • For veteran players a Core Rulebook that covers information for both players and DMs from level 1 to level 20. Available in both paperback and hardcover form.
  • A Monster Manual that includes lists of monsters and sample encounters. Available in both paperback (perhaps with B&W illustrations) and hardcover form (with color) as well as in electronic form.
  • Various supplementary rulebooks covering campaign settings, modular game rules, the epic tier, and so on.

Core Races:

  • Dragonborn
  • Dwarf
  • Eladrin
  • Elf
  • Halfling
  • Human
  • Orc
  • Tiefling
  • Hybrid races, similar in execution to 4e's hybrid classes.

Classes:

  • Cleric. With a base healer-style build and avenger, invoker, paladin, and runepriest sub-classes.
  • Druid. With a base shapeshifter-style build and protector, sentinel, shaman, and warden sub-classes.
  • Fighter. With a base knight-style build and barbarian, ranger, slayer, and warlord sub-classes.
  • Mage. With a base wizard-style build and artificer, sorcerer, swordmage, and warlock sub-classes.
  • Rogue. With a base thief-style build and acrobat, assassin, bard, and scoundrel sub-classes.
  • An optional shadow class, elemental class, or psionic class can be added later.
  • Multiclassing that starts with a feat but eventually unlocks most class features for the secondary class.
  • 4e-style dual-classing.

Skills:

  • Acrobatics
  • Arcana
  • Athletics
  • Barter. Sort of like 3e's Appraise skill but with a direct social application.
  • Bluff
  • Disguise
  • Diplomacy
  • Dungeoneering
  • Endurance
  • Heal
  • History
  • Insight
  • Intimidate
  • Nature
  • Perception
  • Religion
  • Stealth
  • Streetwise
  • Thievery
  • All skills can be categorized as either combat, exploration, or social skills, with some skills overlapping in more than one area (like heal, which serves both combat and exploration).

Feats:

  • Far fewer feats: 3.5 and 4e both suffered from feat bloat.
  • More useful feats: Each feat should have a distinct and obvious purpose.

Powers/Spells:

  • More or less keep 4e's system, though with the simplified class system, powers don't need a power source anymore (which never amounted to much anyway).
  • Each class has five trees of powers, one for the base class that is included in the basic set of the game and four extra ones for the sub-classes provided in the Core Rulebook.
  • Powers should have non-combat applications as well. Some powers might help a rogue sneak by an enemy or magically allow someone to understand a foreign language.

Rituals/Alchemy

  • Make the rules less abstract and give concrete ways to obtain the required ingredients.
  • Add crafting to the mix.

Miscellaneous

  • Use the ten-alignment system I proposed in the Alignment thread, with five basic alignments included in the basic set (Law, Good, Chaos, Evil, and Unaligned) as well as advanced alignments in the Core Rulebook (LG, CG, LE, CE, TN).
  • Get rid of AC and replaced with Armor Resistance. Use Reflex as the base defense for avoiding damage, with Fortitude and Will as defenses for specific attacks and use AR to negate damage that gets through.
  • Find a way to make combat significantly shorter, perhaps by decreasing the amount of HP both monsters and PCs have or by increasing damage.

That's all I could think of for the moment.

EDIT:

Also, add me to the people who really like RangerWickett's vision of four tiers, though I might still keep around 4e's 30 levels (or at least make the amount of XP between levels large enough that it feels about the same).
 
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