D&D 5E Your 5E

I want something that mostly captures the flavor and structure of 3E, with an injection of the quirky uniqueness and dungeon-focus from 1E, the depth of settings and fluff of 2E, and the ease of DM preparation and ability for players to do something tactically fun & useful every round from 4E ... all in a package as easy to pick up as BECMI and as expandable as 3.5E.
 

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Someone pointed out in another thread that 2e only had deep settings and fluff after being around for a few years. Planescape came out in '94, seven years after AD&D 2nd edition was released.
 

Stormonu

NeoGrognard
Lots of good stuff folks - keep it coming.

My look for the 5E, as far as the PHB section I'd want is:

ABILITIES
Str, Dex, Con, Int, Wis, Cha. Range of 3-18, with 19 being the "hard" max any humanoid race can have. Scores above that would be for monsters and stuff.

Options for generating scores would be (default) roll 4d6, keep 3. (alt 1) roll 6 + 2d6. (alt 2) point buy.

SAVES
AC, Fortitude, Reflex, Will. All static values.

HIT POINTS
1dx + Con is the default starting. Discuss options for padding hit points. Default max hit points stops at 10dx hit points, with optional rules to continue granting hit points after 10th level.

DISPOSITION
Replace alignment with disposition. 3 adjectives that describes your character's motivations and attitude. Spells and abilities can be keyed to work off these descriptors, defensively or offensively.

RACES
(Core) Human, Elf, Dwarf, Halfling.
[optional] Dracon (Dragonborn w/ vestigal wings), Deva, Tiefling, Gnome, Orc/Goblin, Ogre.

A section on how to make "blood of" races for half-elves, half-orcs, half-dwarves, etc. Just for the heck of it, include spriggans (gnome variant) who can change size from Small, Medium to Large.

Each race gets a two-page spread and a boxed section with game stats. The picture for the race shows a line of 8-10 different subraces/cultures (in clothing matching their culture), with one "standing out" as the iconic.

CLASSES
(Core) Fighter, Wizard, Rogue, Cleric (less fighter, more miracle worker version than we're used to seeing).

A list of alternate class abilities/packages to build a wide variety of classes from these four, including Barbarian, Ranger, Paladin, Knight, Druid, Sorcerer, Bard, Specialist Wizard, Templar (the cleric we know and love), Slayer (Assassin).

Abilities would be fairly broad, similar to 3E prior write-ups. No powers as we see them in 4E, but ability to build-your-own "powers" that would be further discussed in the combat sections. Spells would fall into this as well and spell levels would match character levels.

SKILLS
Very similar to Pathfinder. Add BAB as Weapon skill and an option to make the saves into skills as well (AC = Defense, then Fort, Reflex, Will).

EQUIPMENT
As much mundane stuff as I can stuff in here. Alchemical items would not be present, saved for an optional book. Rules for mastercrafted items that provide mechanical bonuses (such as the ubiquitous +1 Long Sword). Magic items would not be here, and should be assumed as optional gear not "required".

COMBAT
Cover the basics here, assuming anyone can attempt combat tricks such as tripping, grabbing, wrestling, disarming, leaping from chandeliers, etc.

This section would have all sorts of options - a "feat" system to buy better combat maneuvers/better incorporate them into your repertoire. Optional bloodied, critical hit and "death spiral" combat options to simulate grittier combat or simply expand options.

EXPLORATION
Covering city, wilderness and dungeon hazards, tricks of the trade and player advice, including RPing advice and an example of play.

ADVANCEMENT
Talk about the tiers of play and options for different tiers - including henchmen, companions and stronghold/domains.
 
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Number48

First Post
My 5E ideal

A lot of good thoughts, but most seem to lack the punch of a whole new edition.

Table of Contents:
Chapter I
Obligatory what is roleplaying, how to roleplay, using dice, etc.

Chapter II
Creating a character
-Select a background and a concept.
--Sample backgrounds, concepts and how to build your own.
--Align your character's values (god, country, law, family, friends, self).
-Select your classes.
--Discussion of primary, secondary and tertiary classes.
---Primary is how you fight, short list of classes.
---Secondary is knowledge and socialization, short list of classes.
---Tertiary is the thin veneer of how you present yourself.
-Select your race.
--Discussion of what races are, sample races, the difference between fluff and crunch.
--List of sample races with fluff and standard crunch.
--List for choosing your own crunch.
--How to create new fluff and how to assign crunch to them.
-Assign your ability scores.
--What are ability scores and how are they used?
--Discussion for how all stats are useful for any build, if it suits your character.
--Str, Dex, Con, Int, Wis, Chr.

Chapter III
Character classes in detail, etc.
Feats
Skills
Magic
Combat
Spells
Magic Items

I move the steps of character creation around to reflect their actual importance. You start with the concept, then build the character according to it allowing for simple hack-and-slashers or nuanced politicians. The alignment system is a ranking of things you consider important, in order of importance. The current chaotic evil alignment would be (Self) and nothing else. A current lawful good might list (god, law, country, family, friends, self), putting his own needs last.

Each character is composed of 3 classes or concepts. Choosing Fighter from the first list does not constrain your options for the second or third. The roles of these classes do not overlap, thus there are no combinations better than others. The combat class would work much like a 4E class. The knowledge and social class would contain the skills and abilities to interact nonviolently, making rogues more of a secondary class. The third class is the glue and the role you present to the world, a swashbuckler, a noble diplomat, a savage; should be tied closely to your background; this class offers less in the way of mechanics but much more fluff.

If there are only 6 primary, 6 secondary and 6 tertiary classes in the first book, that would make for 216 combinations. It also means there is no need to make the savage wizard a new class, or the savage fighter etc.

Races would do away with the false options (or no options) of previous editions. If an elf wizard is mechanically better than a dwarf wizard, then the option to make a dwarf wizard is not really an option at all. Instead, the race you pick does not come with a predetermined package of bonuses, just a suggestion. You can pick your own bonuses, making all options viable. Alternate rules that allow the DM to set in stone what races get what bonuses. With the fluff separated from the crunch literally ANY race your DM will allow you to play is just as viable as any other, with no need for separate rules or supplements.

Stats would be much the way they have always been. However, the later-on mechanics will allow for more choice as to what stat you use with each of your abilities or skills. The fighter using Int as a prime stat is mechanically identical to the fighter using Str. As you gain abilities, you assign each an associated stat in a balanced fashion. You cannot have 2 strength abilities unless you have at least 1 ability for each of the other stats. Thus, the character that put everything into 1 stat will be very good at very few things, but a rounded character will be somewhat good at many things.

Feats I see as much the same as they are now, except that when you gain a feat, you can choose to spend it on your primary, secondary or tertiary class depending on what type of character you want and what type of campaign you're playing in.

Weapons. This is where many a sacred cow gets slaughtered. Three categories for weapons: one-handed, two-handed and ranged. You assign 3 scores to 3 qualities for a weapon. Great, good, poor. Damage, crit, specials. Two-handed weapons get a bump in these stats (a great damage might be 1d10, but 2d6 for two-handed). Ranged weapons get a further stat of range, which requires you to have a zero in either crit or specials. Then you just apply those mechanics to the weapon you would like to imagine your character having. Broadsword, chakram, katana, trident? All use the same basic rules. These apply to the way YOU use YOUR weapon. You and friend may both have longswords, but you use them completely different.
 
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Zireael

Explorer
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 like it too.

I move the steps of character creation around to reflect their actual importance. You start with the concept, then build the character according to it allowing for simple hack-and-slashers or nuanced politicians. The alignment system is a ranking of things you consider important, in order of importance. The current chaotic evil alignment would be (Self) and nothing else. A current lawful good might list (god, law, country, family, friends, self), putting his own needs last.

Each character is composed of 3 classes or concepts. Choosing Fighter from the first list does not constrain your options for the second or third. The roles of these classes do not overlap, thus there are no combinations better than others. The combat class would work much like a 4E class. The knowledge and social class would contain the skills and abilities to interact nonviolently, making rogues more of a secondary class. The third class is the glue and the role you present to the world, a swashbuckler, a noble diplomat, a savage; should be tied closely to your background; this class offers less in the way of mechanics but much more fluff.

Brilliant, sir, brilliant!

Skills:
My variant had 18 skills (I'd have to check exactly which ones). Basically, you can do everything you can do in normal 3e D&D, but with less numerical hassle. Maybe it could be possible to lessen the number even further?

Classes & races:
I'd make 5e core contain only the 4 basic rases (human, dwarf, elf, halfling) and 4 basic classes (rogue, wizard, cleric, fighter).

Everything else, all the additions to classes and races, would be in the form of free downloadable packs.

Rules:
I'd do away with BAB and other static numbers and keep the 1/2 level as it is in the 4e.

-------------------------------
Basically, less numbers, more fluff, more options in the future!
 

gloomhound

First Post
I have kinda a short list for now.

First I would like a game that would be recognizable as a "D&D" game to a person that had never played 4th (or 3rd edition for that matter) before.

Secondly I want an game with an empowered DM. Also they should keep the points of light setting. It's one of the best ideas to come out of 4E.
 

WheresMyD20

First Post
Three Rulebooks are released on Day 1:
1. Dungeons & Dragons Rulebook (it's a complete game - you only need this one to play)
2. Unearthed Arcana
3. Monsters & Treasure


Dungeons & Dragons Rulebook
hardcover, 128 pages
design mantra: "If it's not critical to the game, it doesn't belong here."

Ability Scores: Str, Dex, Con, Int, Wis, Cha on a 3-18 scale, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use.

Levels: 1-Max (probably 20)

Classes: Cleric, Fighter, Rogue, Wizard (the classic four)

Races: None. Human assumed (see design mantra)

Hit Points: Similar to 0e-3e, rolling and point-buy mechanics are provided, but check with your DM for the one he wants you to use.

Saves: Fortitude, Reflex, Will. They are static DCs based on the class and level of the character. (best of 1e & 3e)

Alignment: Law-Chaos/Good-Evil full dual axis with 9 possibilities. (I kinda want to do away with alignment entirely, but it's too much of a sacred cow)

Feats: None. Each class has pre-defined special abilities in the class write-up.

Skills: None. Use ability checks instead. Some classes may have bonuses to certain ability checks - for example, a rogue trying to pick a lock.

Spells: 8 cleric spells of each level 1-7. 12 wizard spells of each level 1-9.

Equipment: A relatively short list of weapons, armor, and miscellaneous adventuring equipment. (similar to B/X)

Combat: BAB & Ascending AC, per 3e. A simple combat system is given, similar to B/X or BECMI. This section will be very short, probably 5-10 pages, max.

Adventuring: Rules and guidelines for exploring dungeons, wilderness, cities, etc.

Monsters: A selection of iconic monsters. Enough to comfortably play the game, without trying to cram every monster in here.

Magic Items: A selection of iconic magic items. Enough to comfortably play the game, without trying to cram every monster in here.

DM Procedures: The advice and tools that are necessary to run a game.


Unearthed Arcana
hardcover, 128 pages
design mantra: "More options"

Note: everything in this book is optional

More Classes: Ranger, Druid, & Paladin for sure; Bard & Illusionist/Specialist likely; Monk & Barbarian possible.

Non-human Races: Dwarf, Elf, & Halfling (Hobbit-style) for sure; Half-Elf, Half-Orc, & Gnome likely

More Spells: Druid spells introduced, more wizard and cleric spells added. Illusionist-specific spells may be introduced.

Alternate Spell System: Spell point/mana system.

More Equipment: A full-size list of weapons, armor, and miscellaneous adventuring equipment.

Feats: Character customization options. Rules for swapping out class abilites for other abilities.

Skills: Introduce a skill system.

Combat: A tactical grid-and-minis system is introduced.


Monsters & Treasure

hardcover, 128 pages

A full-sized monster manual and compendium of magic items to supplement the ones in the core rulebook.


As time goes by, release Unearthed Arcana II, Monsters & Treasures II, Unearthed Arcana III, etc. Probably about 1 of each every year, in a staggered pattern. Every 6 months or so, you get a new book of optional rules (UA) or monsters and magic items (M&T).
 

SKyOdin

First Post
My idea of what would be a good 5E is an edition of D&D that is grounded in the wide variety of quality classes, races, freedom, and varied game mechanics of late 3.5 edition D&D combined with some of the more refined core game mechanics of 4th edition. Late 3.5E stuff like the Expanded Psionics Handbook, the Player's Handbook 2 (with cool classes like the Duskblade), the Tome of Battle, and the added options from books like Complete Divine were some of my favorite D&D stuff. Unfortunatly, it was built on top of what I considered long-standing issues with the core mechanics and framework of third edition. 4E created a much stronger set of core mechanics (albeit still with plenty of room for improvement), but was far, far too constrained in terms of game mechanics used for class design.

So here is a rough overview of what I'd like to see in 5E:

Classes:
Fighter, Ranger, Paladin, Swordmage, Cleric, Wizard, Sorcerer, Warlock, Rogue, Druid, Berserker (Barbarian), and Bard, at minimum.

Classes themselves are built on a core framework of features and special abilities that define what the class does and what it is good at. Beyond that, the various classes draw upon from a broader list of spells and martial as appropriate. For example, a Paladin can draw upon similar spells as clerics and some of the same martial maneuvers that Fighters can use. Spells are big flashy magical effects that are very limited in use, while martial maneuvers are varied movement, boosting, and attack powers that can be used at will and combined in various ways. Thinking about it, I might make Divine powers and Arcane spells use different base mechanics as well.

Races:
Human, Dwarf, Elf, Orc (not Half-Orc, full-blooded Orc), Halfling, and two or three other races.

Don't have any particularly good ideas, except that it really is about time D&D stops discriminating against Orcs as pure monsters.

Magic Items:
I would return to how 3E let people stack multiple enhancements on weapons and armor, keep Implements from 4E, and generally remove +x bonuses to accuracy and defense. I would also bring back magic items that could emulate spells and so on. They would need some kind of limitation, but wands of cold and so on are kind of fun.

Skills and Feats:
These need a complete overhaul. Making skill checks all of the time doesn't really work since it punishes players who want to do tricky stuff by making them make huge gambles. Feats as is are just used a gating system that punishes players who want to do something cool but don't have the right feats, or to give minor fiddly bonuses. A whole new skill/feat system is called for.

This is all that I am certain on. Not much point commenting on specifics like saves and so on, since entire paradigms of base game mechanics could change.
 

Number48

First Post
A couple of things I would like to add to my previous post. These aren't in the beginning of the book, but important changes I'd like to see mid-book.

The standard (but not required) way of doing encounters is scene-based. In any fantasy media it isn't important how the rooms are connected or where the guard house is in relation to the general store. The characters have an off-screen transition from the last important setting to the next one and the tedium in between is lost on the cutting room floor. So prep your cool encounter areas and don't worry about connecting them on a map. Nothing prevents intricate mapping, it just isn't assumed in the general game.

Magic items, and loot in general. Get rid of magic plusses. They have no flavor and don't help the story. Their only importance is in game mechanics that don't have to be put in, like requiring a +1 weapon to damage Monster X. There has to be a decent way in the rules to not have the loot change the character. If my character uses his father's sword while pursuing his father's killer, he shouldn't abandon that for a Holy Crusader sword. If I have an image of my character as a trident-using gladiator, I don't want the game to force me to give up the trident because I'll never find a magic one. Sure, characters can grow and change and that's a good thing, but it needs to be driven by the player and the story and not by percentile dice on a chart. Find a way to make magic items and even generic loot suit the game you want to run. I would even favor ditching hard-and-fast loot for a simple wealth rating. Is there a good purpose in your game to the accounting of treasure?

Add in a form of story points, giving the players a small measure of story control. I already implement something in my Pathfinder game. Although it may not be what the game in general needs, the game needs something. What I use, everyone starts with 10 or 20 story points (I use poker chips) depending on the game. Everyone also starts with a Super Secret Background. Whenever a player asks a question about the background of the scene that hasn't been defined, "Is there a chandelier I can use to swing across?" "Would I have met this guy before?", I point to their story points and say, "You tell me." This gives them some authorship and encourages creativity without requiring it, and limits the authorship to things that aren't game-changing. In addition, every character has an ability that gives them even more power and costs 5 story points. The "Prince in Exile" Super Secret Background has an ability where one of your supporters recognizes you and lends you aid you wouldn't have gotten otherwise, but nothing so obvious as to blow their or your cover. To earn story points, I give 1 out for a clever idea. I give 1 out to the agreed-upon best roleplayer of the evening. Then I give out story points for "misfortune bidding." At some point, maybe every 2nd or 3rd game session, I declare that one of the characters is going to have a misfortune which will based on their background (known or secret). I ask who would be willing to have a misfortune for 5 story points. If more than one person bids, I ask those people who would be willing to have a misfortune for 4 story points, etc., bidding them down. I encourage them to work together and discuss and thus earn the group as a whole more story points as an exercise in fostering group unity. The misfortune can be story or combat based, but will not be debilitating. In one instance, the character who was totally archery-focused had his quiver of arrows ripped off him and lost down a ravine. It was a misfortune, but he wasn't crippled by it, and it was temporary. Another time, as the group entered town, the female warrior got the misfortune and, looking at her background, I decided that one of the people going on trial in the town square was her son. This touched off a whole side adventure. The misfortune was story based, there was no mechanical penalty, and it actually served to drive the story forward in general.

I want to see more handwaving encouraged in general. Rations? We assume your character is smart enough to carry food if they aren't capable hunters. Arrows? You have enough for an extended combat, recover most after and fashion or buy more during downtime. A mug of ale, plate of stew and room for the night? The cost is so trivial we needn't spend the time tracking it. After all, we expect grand stories to be told using these characters, right? On the off occasion you want to make these things more significant, see misfortunes above. But, in general, these things aren't worth slowing the game down for. Even for small things that might be important, I don't want to slow down the game or punish the players by making them tediously buy every tiny possible thing they might need in town. Would my character have a piece of chalk handy? Would my character have a tiny knife for eating that could be used to cut this? I didn't write it down, but wouldn't my wizard have an empty bottle or two just in case? Either create a simple roll based on something like a wealth stat, or see story points above.
 

FireLance

Legend
Class Themes: The basic building block of your character. Each time you gain a level, you gain a benefit based on your class theme. Some classes may allow you to choose between two or more options at certain levels.
Examples: Fighter, Cleric, Rogue, Wizard

Other Themes: Your DM may allow you to start with two or more themes, and he may also allow you to gain access to more themes as you gain levels or due to in-game events.

Race Themes
Examples: Human, Dwarf, Elf, Halfling, Gnome, Orc, Celestial bloodline, Draconic bloodline, Infernal bloodline, Giant bloodline, Elemental bloodline, etc.

Background Themes
Examples: Noble, Merchant, Mercenary, Scholar, Acolyte, Craftsman, Wilderness, etc.

Specialist Themes
Examples:
School (Illusion, Evocation, Enchantment, Necromancy, Divination, etc.), Sphere (Healing, Sun, Protection, Storm, War, etc.),
Weapon Skill (Two-Weapon Style, Weapon and Shield Style, Two-Handed Weapon Style, Ranged Style, Dagger Master, Axe Master, Bow Master, etc.),
Role (Tactician, Defender, Inspirational, Healer, etc.)

Feats: Generic abilities that can be taken by any character in place of class abilities.

Hit Points: Rules for a single pool and dual (physical/non-physical) pools
 

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