Well, if you consider sub-classes, then there are a lot of player content you can't get from the PHB. Heck, Bards, started with two sub classes, for example, and I think they have added four or more subclasses. Rangers have also started with two sub classes but now have six or more. The list of playable species have doubled, I think.
I guess that is true, but for me D&D doesn't feel bloated. You don't really need to know what someone else's subclass does to play the game, and species are extremely simple.
Theres actually 45, if you count grungs and locathah
Are those official? I don't have the supplements, so I don't know.
Yep. Just look in the races section of D&D beyond under "Game rules"
TBH having a ton of races does next to nothing for the complexity of the game and most are simple reflavoring or slight variations of others. 12 of the tieflings simply replace what spells you get.
Overall I think they will still go all on in the variety of races but I could see the classes actually go down and you get choices at certain levels to mirror the abilities of certain classes.
Fighter- Monk, Barbarian, Fighter
Hunter- Ranger, Rogue
Holy Warrior- Cleric, Paladin
Mage- Sorcerer, Warlock
Arcanist- Druid, Wizard
Specialist- Artificer, Psionic
And they get choices based on which one you pick that so it feels more like choice but in reality you are making the same amount of choices.
Theres actually 45, if you count grungs and locathah
Are those official? I don't have the supplements, so I don't know.
Yep. Just look in the races section of D&D beyond under "Game rules"
TBH having a ton of races does next to nothing for the complexity of the game and most are simple reflavoring or slight variations of others. 12 of the tieflings simply replace what spells you get.
Overall I think they will still go all on in the variety of races but I could see the classes actually go down and you get choices at certain levels to mirror the abilities of certain classes.
Fighter- Monk, Barbarian, Fighter
Hunter- Ranger, Rogue
Holy Warrior- Cleric, Paladin
Mage- Sorcerer, Warlock
Arcanist- Druid, Wizard
Specialist- Artificer, Psionic
And they get choices based on which one you pick that so it feels more like choice but in reality you are making the same amount of choices.
I mean I wouldn't mind less classes if they felt actually customisable like warlock (or even more so).
If there is only one type of sorcerer or warlock or fighter it would no longer be making a character mechanically. A storm sorcerer and a stone sorcerer should play differently.
Going down the warlock route with multiple subclasses would be a potential option. With numerous branches for the class all the way through its levelling. Current 5e classes basically get a single branch apart from warlock which gets two.
Example:
Class (Lvl 1): Half Caster
Archtype (Lvl 2): Ranger/Paladin/Swordmage/Death Knight/Psi Knight/Witch (First change is different spell lists)
Subclass (Lvl 6): Oath of ancients/devotion/vengeance, e.g. for paladin
Prestige Class (Lvl 14): choices which effect things on the lvl of warlock pact boons
One thing I'd like is less randomness. The D20 paired with the super-low modifiers make it feel like a studied scholar of the arcane knows just about as much about magic as the brute barbarian from the Mammoth Lords who can't even read.
Yes, I know, it's DM dependent, the barbarian shouldn't get to roll if he's not proficient, but none of this is actually covered by the rules and my PCs regularly feel like they're completely incompetent thanks to some bad rolls.
But I'm also extremely biased because I regularly roll 10 values below 5 in a row. :D I'd just really like to have a bit more control over what my PC is good at and what they can't do at all.
I'd really prefer higher modifiers... or another dice mechanic like 2d10 which is a bit more predictable.
One thing I've been considering homebrewing is a set of "inspiration dice" to replace the existing inspiration mechanic. You get a number of dice equal to your Proficiency Bonus, and you can roll them as bonuses for any attack roll, check, saving throw, or damage roll. You get them back after a long rest, and the dice get bigger as you level (d4 to start, then d6 at 7th level, and d8 at 13th level).
You can use these to offset bad rolls, but also they become a resource for social interactions since you can use them for persuasion checks and the like.
My only stumble is trying to jive them with Bardic Inspiration, Superiority Dice, and the like. Maybe I don't need to...
One thing I've been considering homebrewing is a set of "inspiration dice" to replace the existing inspiration mechanic. You get a number of dice equal to your Proficiency Bonus, and you can roll them as bonuses for any attack roll, check, saving throw, or damage roll. You get them back after a long rest, and the dice get bigger as you level (d4 to start, then d6 at 7th level, and d8 at 13th level).
You can use these to offset bad rolls, but also they become a resource for social interactions since you can use them for persuasion checks and the like.
My only stumble is trying to jive them with Bardic Inspiration, Superiority Dice, and the like. Maybe I don't need to...
Bard?
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I think that they should have a set time that each class gets an opportunity to "Master" in a set number of skills at a set level (likely level 8).
If you choose to "Master" in a skill you roll checks with that skill at advantage. This would help the Wizard be better at Arcana as it removes some of the swing from the d20 roll.
You could keep class specific stuff (STR checks at ADV during Rage, Bard/Rogue Expertise, and Jack of all Trades) and it would help the Barbarian do things outside of Rage for Athletics or even allow them to have some better rolls on things like perception or survival if they wanted. If they wanted to dip for expertise then it would stack as well offering additional assurance that they would be good at a chosen skill.
It further rewards players for picking one skill and gives them a better time with the rolls.
How would you rework bounded accuracy and advantage/disadvantage?
I definitely prefer the advantage system to having to add and subtract a ton of modifiers, as it just streamlines things and makes it more pleasant.
But yeah I do agree that the D20 is really flawed for representing skills and adds far more randomness than there should be for what often is a routine procedure.
I wouldn't be surprised if ASI's just become the modifier in future, as the whole number isn't even used these days.
How would you rework bounded accuracy and advantage/disadvantage?
I definitely prefer the advantage system to having to add and subtract a ton of modifiers, as it just streamlines things and makes it more pleasant.
But yeah I do agree that the D20 is really flawed for representing skills and adds far more randomness than there should be for what often is a routine procedure.
I wouldn't be surprised if ASI's just become the modifier in future, as the whole number isn't even used these days.
I've been thinking of this for awhile. If we're stuck with rolling d20's for everything (we almost definitely are), and don't want to overcomplicate the system with tons of modifiers (like Pathfinder and earlier editions do), there are a couple ways to solve the problem of randomness in skills.
First, proficiency could mean more for skills. Maybe your bonus to skills you're proficient in could automatically have expertise (add double proficiency bonus to checks made with that). Maybe automatic expertise in all of your skills is too much. In that case, it might only apply to skills you get from your background, or might be 1.5 times your proficiency bonus instead of twice of it. This would make you better at your skills (or at least some of them) than you are at your attacks and saving throws, getting rid of the randomness for the skills a bit more.
Second, Expertise is more important than just being another bonus to your skills. Maybe it lets you automatically succeed on the ability check if the DC is low enough (automatic success if the DC is equal to or less than 10 + your total bonus to the check). This could help you actually be an expert at the skills you're supposed to be an expert at, getting rid of some of the randomness for them.
What do you guys think?
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Please check out my homebrew, I would appreciate feedback:
How would you rework bounded accuracy and advantage/disadvantage?
I definitely prefer the advantage system to having to add and subtract a ton of modifiers, as it just streamlines things and makes it more pleasant.
But yeah I do agree that the D20 is really flawed for representing skills and adds far more randomness than there should be for what often is a routine procedure.
I wouldn't be surprised if ASI's just become the modifier in future, as the whole number isn't even used these days.
1. Replace the D20 with a gaussian distribution, e.g. 3d6 or (roughly) 2d10. This pulls the randomness to the respective mean value and makes the rolls more predictable while not ruling out outstanding results.
2. Advantage = you get another D6, Disadvantage = You loose a D6. Keeps the simplicity while also ensuring that you always get an actual advantage / disadvantage AND potentially enabling you to achieve things you normally couldn't. E.g. if an enemy is too heavily armored to be hit by your strike, but thanks to your friend drawing them away you see a small opening in their plate armor that you could attack. Not likely to hit, but thanks to your advantage it's at least possible. Same for opening a locked door with a crowbar or climbing a slippery wall with good climbing gear.
Done. Still perfectly within the assumptions the current rules make and far less swingy than the normal D20 roll.
If y’all change everything that much it isn’t D&D anymore.
Yeah, I don't see them removing the d20 from skills or removing skills. That's why I recommended some things to make sure there is less randomness for skills you're proficient in, while keeping the current d20 system for skills.
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Please check out my homebrew, I would appreciate feedback:
While I would enjoy less randomness in failing skill checks. (I hated when I was in a game and the barbarian failed to break open a door, but my noodle-armed warlock knocked it from its hinges), but I like the d20. They are iconic and the face of the game, so it would take an enormously good reason for it to change.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Considering that the bonuses range from -5 to +17, I really don’t see the “excessive randomness” between a PC who is particularly bad at something and on who is particularly good at something. The bonus spread alone is bigger than the 1-20 spel read on the die. 🤷♂️
Theres actually 45, if you count grungs and locathah
I Love Gelatinous Cubes
And Gelatinous Humanoids.
I am a full supporter of the LGBTQ+ community.
Black Lives matter
Dont forget your mask!
Same.
I Love Gelatinous Cubes
And Gelatinous Humanoids.
I am a full supporter of the LGBTQ+ community.
Black Lives matter
Dont forget your mask!
Are those official? I don't have the supplements, so I don't know.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I mean every edition has had this much content (far more in fact).
6e would do what every edition ever has done. Reset it to like 12 classes and 10 races. And then add content from there.
A new edition doesn't start with all the content from every prior edition.
Yep. Just look in the races section of D&D beyond under "Game rules"
I Love Gelatinous Cubes
And Gelatinous Humanoids.
I am a full supporter of the LGBTQ+ community.
Black Lives matter
Dont forget your mask!
TBH having a ton of races does next to nothing for the complexity of the game and most are simple reflavoring or slight variations of others. 12 of the tieflings simply replace what spells you get.
Overall I think they will still go all on in the variety of races but I could see the classes actually go down and you get choices at certain levels to mirror the abilities of certain classes.
And they get choices based on which one you pick that so it feels more like choice but in reality you are making the same amount of choices.
I mean I wouldn't mind less classes if they felt actually customisable like warlock (or even more so).
If there is only one type of sorcerer or warlock or fighter it would no longer be making a character mechanically. A storm sorcerer and a stone sorcerer should play differently.
Going down the warlock route with multiple subclasses would be a potential option. With numerous branches for the class all the way through its levelling. Current 5e classes basically get a single branch apart from warlock which gets two.
Example:
Class (Lvl 1): Half Caster
Archtype (Lvl 2): Ranger/Paladin/Swordmage/Death Knight/Psi Knight/Witch (First change is different spell lists)
Subclass (Lvl 6): Oath of ancients/devotion/vengeance, e.g. for paladin
Prestige Class (Lvl 14): choices which effect things on the lvl of warlock pact boons
One thing I'd like is less randomness. The D20 paired with the super-low modifiers make it feel like a studied scholar of the arcane knows just about as much about magic as the brute barbarian from the Mammoth Lords who can't even read.
Yes, I know, it's DM dependent, the barbarian shouldn't get to roll if he's not proficient, but none of this is actually covered by the rules and my PCs regularly feel like they're completely incompetent thanks to some bad rolls.
But I'm also extremely biased because I regularly roll 10 values below 5 in a row. :D I'd just really like to have a bit more control over what my PC is good at and what they can't do at all.
I'd really prefer higher modifiers... or another dice mechanic like 2d10 which is a bit more predictable.
One thing I've been considering homebrewing is a set of "inspiration dice" to replace the existing inspiration mechanic. You get a number of dice equal to your Proficiency Bonus, and you can roll them as bonuses for any attack roll, check, saving throw, or damage roll. You get them back after a long rest, and the dice get bigger as you level (d4 to start, then d6 at 7th level, and d8 at 13th level).
You can use these to offset bad rolls, but also they become a resource for social interactions since you can use them for persuasion checks and the like.
My only stumble is trying to jive them with Bardic Inspiration, Superiority Dice, and the like. Maybe I don't need to...
There is an optional rule in the DMG similar to that called Hero Points.
https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop#HeroPoints
Creating Epic Boons on DDB
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Bard?
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Oh yeah, look at that...
I think that they should have a set time that each class gets an opportunity to "Master" in a set number of skills at a set level (likely level 8).
If you choose to "Master" in a skill you roll checks with that skill at advantage. This would help the Wizard be better at Arcana as it removes some of the swing from the d20 roll.
You could keep class specific stuff (STR checks at ADV during Rage, Bard/Rogue Expertise, and Jack of all Trades) and it would help the Barbarian do things outside of Rage for Athletics or even allow them to have some better rolls on things like perception or survival if they wanted. If they wanted to dip for expertise then it would stack as well offering additional assurance that they would be good at a chosen skill.
It further rewards players for picking one skill and gives them a better time with the rolls.
How would you rework bounded accuracy and advantage/disadvantage?
I definitely prefer the advantage system to having to add and subtract a ton of modifiers, as it just streamlines things and makes it more pleasant.
But yeah I do agree that the D20 is really flawed for representing skills and adds far more randomness than there should be for what often is a routine procedure.
I wouldn't be surprised if ASI's just become the modifier in future, as the whole number isn't even used these days.
I've been thinking of this for awhile. If we're stuck with rolling d20's for everything (we almost definitely are), and don't want to overcomplicate the system with tons of modifiers (like Pathfinder and earlier editions do), there are a couple ways to solve the problem of randomness in skills.
First, proficiency could mean more for skills. Maybe your bonus to skills you're proficient in could automatically have expertise (add double proficiency bonus to checks made with that). Maybe automatic expertise in all of your skills is too much. In that case, it might only apply to skills you get from your background, or might be 1.5 times your proficiency bonus instead of twice of it. This would make you better at your skills (or at least some of them) than you are at your attacks and saving throws, getting rid of the randomness for the skills a bit more.
Second, Expertise is more important than just being another bonus to your skills. Maybe it lets you automatically succeed on the ability check if the DC is low enough (automatic success if the DC is equal to or less than 10 + your total bonus to the check). This could help you actually be an expert at the skills you're supposed to be an expert at, getting rid of some of the randomness for them.
What do you guys think?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
1. Replace the D20 with a gaussian distribution, e.g. 3d6 or (roughly) 2d10. This pulls the randomness to the respective mean value and makes the rolls more predictable while not ruling out outstanding results.
2. Advantage = you get another D6, Disadvantage = You loose a D6. Keeps the simplicity while also ensuring that you always get an actual advantage / disadvantage AND potentially enabling you to achieve things you normally couldn't. E.g. if an enemy is too heavily armored to be hit by your strike, but thanks to your friend drawing them away you see a small opening in their plate armor that you could attack. Not likely to hit, but thanks to your advantage it's at least possible. Same for opening a locked door with a crowbar or climbing a slippery wall with good climbing gear.
Done. Still perfectly within the assumptions the current rules make and far less swingy than the normal D20 roll.
If y’all change everything that much it isn’t D&D anymore.
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Yeah, I don't see them removing the d20 from skills or removing skills. That's why I recommended some things to make sure there is less randomness for skills you're proficient in, while keeping the current d20 system for skills.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
While I would enjoy less randomness in failing skill checks. (I hated when I was in a game and the barbarian failed to break open a door, but my noodle-armed warlock knocked it from its hinges), but I like the d20. They are iconic and the face of the game, so it would take an enormously good reason for it to change.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Considering that the bonuses range from -5 to +17, I really don’t see the “excessive randomness” between a PC who is particularly bad at something and on who is particularly good at something. The bonus spread alone is bigger than the 1-20 spel read on the die. 🤷♂️
Creating Epic Boons on DDB
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Content Troubleshooting