Not&D Next
When I was reading the entire latest D&D Next packet I had this amazing moment where I thought the How To Play doc ended on page 3. I was amazed at how wonderfully simple the system was while still allowing the majority of the cool class/specialty/background abilities to function as-is. So I’ve decided to try and make that a reality: streamline the core of D&D Next into something so short it could fit on 3 pages (or less) and still use all the existing classes. Heavily inspired by True20 and World of Dungeons, here’s my attempt to make a Not&D Next. (The “Not” is because I have no connection to Wizards of the Coast, this is entirely a fan project.)
Why do this? Not because I think there’s anything wrong with the way the D&D design team is moving. The opposite, really: they have some cool stuff in many places, but the core of the game is more than I’d like. Combat is a special case that takes up a lot of book space, some mechanics seem leftover from other editions. So I’ve boiled down a tight core that I can use to still play with a lot of the cool stuff they’re making. Let me say it again, since I’m pretty sure it might get lost somewhere: this isn’t to say WotC is wrong, it’s just my way of streamlining.
Basis
Ignore everything in the How to Play document and the GM Guidelines document. Use these rules instead.
In particular, the general flow below replaces all the special cases of attack, grab, disarm, ranged attack, saving throw, etc. Just do what it says here using the HP system and class abilities.
If a class ability mentions something that doesn’t exist anymore—like opportunity attacks—replace it with something that has the same spirit. Remember that retreating without covering your ass could still give an opponent an attack, it’s just not a special case of the rules. Instead it follows from the procedures below.
How to Play — Player
Say what your character says, thinks, and does. React to the situation around you. Sometimes the DM will say that what you’re doing requires a roll. The process goes like this:
- Player says what their character is doing
- DM doesn’t call for a roll and describes the outcome, go to 1
- DM calls for a roll. Go to 2.
- DM states what ability score will be used (or no ability score at all, in rare cases)
- DM states the difficulty class (DC) that the player must meet or exceed to succeed
- DM states what will happen on a failure (usually some consequence, rarely nothing)
- Player may suggest a skill that applies. The player may suggest a number of skills up to their skill limit.
- For each skill that the DM agrees applies the player adds +2 to their total
- Player rolls a d20, adds the ability score modifier specified by the DM, any skill bonuses, and any other bonuses or penalties applied by the DM, to get their total
- If the total is greater than or equal to the DC the player’s action succeeds and the DM describes the outcome
- Otherwise the DM’s stated failure happens
- Go back to 1
Skill Limit
A character’s skill limit decides how many skills they can apply to any given roll. It’s based on their level:
- Level 1-3: Skill Limit 1
- Level 4-6: Skill Limit 2
- Level 7-10: Skill Limit 3
How to Play — DM
Listen carefully to the players. Describe the input of their senses honestly—what they see, hear, taste, feel, smell.
When a player does something that is possible but uncertain call for a roll. First determine what ability score applies:
- If they’re using physical strength, have them use Strength
- If they’re enduring something, have them use Constitution
- If they’re acting with speed or precision, have them use Dexterity
- If they’re drawing conclusions or messing with arcane stuff, have them use Intelligence
- If they’re relying on their keen senses or dealing with divine stuff, have them use Wisdom
- If they’re interacting with other intelligent beings, have them use Charisma
- If they’re just looking for dumb luck, they don’t get an ability
In some situations two ability scores might apply. Sometimes a small change in what the character is doing can change which ability score applies. Both of these are fine. Don’t stress about what they’re rolling, just choose something and move on.
Once you’ve told them what ability to use, set the difficulty class.
- If any villager stands a chance at doing it, DC 10
- If only someone with a modicum of skill is likely to succeed, DC 13
- If only a master stands a chance, DC 16
- If it would require the peak of mortal ability to have a chance, DC 19
- If it’s nearly supernatural, DC 22
Then state the consequences of failure. Rarely does failure mean “nothing happens.” Come up with something that fits the action being undertaken. Always state it as what will happen to their character, like “you’ll open your self up to their attack and take 1d4 damage,” not just “you’ll take 1d4 damage.” Use this list for inspiration:
- Use up time
- Damage
- Loss of something (item, position, secret)
- Give an enemy something they want
The player will then tell you some skills they thing apply. For each one, either say “yes” or ask them to explain why it applies. If their explanation makes sense, they get to use the skill.
After their roll, describe what happens, based on the situation.
Specific Situations
Attacks, saves, etc. are all covered by the general rules. For attacks and saves, used the listed DCs (AC, in the case of attacks) from existing monsters as needed.
Modifications to Existing Classes
All Classes
At even-numbered levels, instead of increasing the bonus from one skill, each class gets to add a new skill.
Cleric
Every cleric gets the Spell Attack skills at 1st level.
Cleric Skills
Choose your skills after first level from this list, or make up your own with DM approval.
- Blunt Weapons
- Divine Retribution
- Penetrating Gaze
- Iron Will
- Healing Power
- Divine Light
- Master of the Undead
Fighter
Every fighter gets the Melee Weapon and Ranged Weapon skills at 1st level.
Fighter Skills
Choose your skills after first level from this list, or make up your own with DM approval.
- Disarm
- Iron Gut
- Two-weapon Fighting
- Resolve
- Marathon Endurance
- Merciless Strikes
- Charge
Rogue
Every rogue starts with the Sneaky Weapons skill.
Rogue Skills
Choose your skills after first level from this list, or make up your own with DM approval.
- Quick Reflexes
- Unsuspected Strikes
- Bald-Faced Lies
- Environmental Camouflage
- Trip
- Combat Roll
- Slippery Mind
Wizard
Every wizard gets the Spell Attack skill at 1st level.
Wizard Skills
Choose your skills after first level from this list, or make up your own with DM approval.
- Fireshaper
- Forcemage
- Strong Mind
- Arcane Defense
- Simple Weapons
- High-power Magic







Quick note on some potential problems:
At high level you’ll have a lot of skills. Potential fix is to also make some skills worth more. Maybe there’s a limit on both max bonus from one skill and number of skills applied, so you have to both improve some skills and get more.
Math is slightly different from D&D Next. Monsters might be a little more or less dangerous.
I suppose the first question is “how is spell damage or numerical spell effects determined?”
At this point it’s unchanged for setting the DC—it’s possible to make that a skill thing too, but for now I’d leave it untouched.
Magic attacks are just like melee attacks (or anything else): roll, add a stat, maybe add one or more skills.