Why make a 5e Lite?

I played D&D a bit in the 90’s. My Kids are nearly old enough to play, but in my eagerness to start a game, I simplified the rules a little – which also made it easier to on-board my wife, and reduced the amount of book-keeping I needed to do as a GM. I like the 5e system in general, but – as I invent Games as a hobby; I couldn’t help myself but to streamline things a bit, and add a Piecemeal Armour System (the 5e armour mechanic just bugged be a little).

Generally the GM has some extra liberties when determining what checks to roll for, and as 5e Lite is technically compatible with standard 5e rules, the GM can start introducing more advanced rules as needed.

List of my 5e Lite Changes

My 5e Lite differs quite a bit from standard D&D 5e. See key changes below.

Key Changes

  1. Only 2 Classes for PCs, and no Sub-Classes allowed.
  2. Only 4 Races for PCs, and no Pros or Cons in Stats.
  3. Only 3 Ability Scores. Strength, Dexterity, and Mind.
    Consitution is just bundled into the Strength Ability.
    Intelligence, Wisdom, and Charisma (and their associated Skills are bundled into Mind Ability.)
    With regards to NPCs, and Creature Stat Blocks, the GM is free to use the “missing” Abilities).
  4. No Class or Race Proficiencies. The GM just determines which Ability will be checked for success on any typical Proficiency, Skill check etc.
  5. Players start with 10 points in each Ability, and assign 7 more points anywhere (15 max on one ability)
  6. Piecemeal Armour system
  7. Simplified Weapon and Spell Damage Stats.
  8. Players assign 1 Ability point per level (This compensates for removed proficiency system, race / class specialisations, and assists with difficulty curve and CR at higher levels)

Key Ommisions:

  1. No Lance, Nets.
  2. No Equipment Packs
  3. No Channel Divinity.
  4. No Disengage, Help, or Opportunity Attacks in Combat.
  5. No Finesse on weapons.
  6. No Feats (some are bundled into Level Milestones)
  7. No Hit Dice.

Other Changes:

  1. Players all have the same speed (8 meters per round).
  2. Players each start with 10 Hit Points, and Gain 6 Hit Points + Strength Modifier per turn.
  3. Base AC is 12
  4. Weights, Distances, and Speeds are in Metric.
  5. Removed Copper and Electrum. There is only sp, gp, and pp. (Price tables have been adjusted, and cp is rounded up to nearest sp).
  6. Versatile weapons just add +2 to damage roll.
  7. DM Rolls Death Saving Throws behind screen

Wizard Changes

  1. Wizards don’t have a Spell Book, and just choose prepared spells from list of Spells available to their level. 
  2. Wizard enjoy “Persistent Spells” which are spells that are always available and can be used any time.
  3. Material Requirements removed from Spells

Fighter Changes

  1. Adjusted Level Milestones.
  2. No Archetypes.