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What Should D&D 2024 Have Been +
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<blockquote data-quote="Blue" data-source="post: 9331637" data-attributes="member: 20564"><p>I'm going to answer without reading so I am not biased by other's answers, then go back and read the (currently 16 pages) of others answers.</p><p></p><p>I really enjoyed 5e, but it's age is showing. My personal biggest grievance is the poor matchup between designer number of encounters per day needed for inter-class balance, and how people (including myself) actually run. But there are others as well. None that stopped it from being loads of fun, but I'm ready for something else.</p><p></p><p>Something else can be another game - there are plenty out there. And the OGL debacle has spawned more that might catch the die-hard "heroic fantasy = D&D" fans that I play with. But having D&D turn the crank to something new would be preferred.</p><p></p><p>I'm actually pretty flexible on what that "something new" looks like. I do hope they bring back Keywords, but that's a minor thing.</p><p></p><p>A few things off the top of my head.</p><p></p><p>1. Rebalance around much fewer encounters per day.</p><p></p><p>2. Provide the DM usable mechanical knobs for common styles of play. A few might be: 1-3 PCs (less niche protection, etc.), High Magic and Low Magic (and the same just in regards to number of items), Dungeon Crawling (more encounters per day), Sandbox Exploration, etc.</p><p></p><p>3. Leverage other tools besides spells. For example, the Invocation system from Warlock could work just fine for a Ranger, especially if it has a mix of "I'm a master of this" and "Nature Magic" allowing one to build a purely mundane or a connect-to-nature-magic just by choice of invocations.</p><p></p><p>4. Double down on the genre as heroic fantasy, and re-calibrate non-magical actions in view of that. For example, if a Tier 2 fighter can fall 30 feet and keep fighting, why can't a T2 fighter jump a 30 foot chasm? Include guidance to DMs to match abilities to the tropes of the genre, not to the real world.</p><p></p><p>5. Subclasses are good to fill a needed archetype, but they should also be awesome. I have a quote from someone talking about one of the Ranger UAs, I think that turned you into a giant tree. I wish I kept who said it, but the quote was:</p><p></p><p>“...it is unbelievably flashy compared to other ranger archetypes. It might be power-balance-neutral with the rest of the archetypes (hard to judge, and I’m not getting into it here), but it’s absolutely more rockstar to play, and that gives an impression that it is better.“</p><p></p><p>Make rockstars that are exciting.</p><p></p><p>6. Keep multiclass balance vs. cherry picking, but also don't drastically change the character at 3rd level. This is especially true if subclasses are rockstars. Perhaps you start getting subclass abilities at 1st, but a character only has a single subclass no matter how many classes they have.</p><p></p><p>7. Changes to freshen up the experience after 10 years of 5e. Basically, turn that crank and give us things that are new that we will have the wonder of exploring again.</p></blockquote><p></p>
[QUOTE="Blue, post: 9331637, member: 20564"] I'm going to answer without reading so I am not biased by other's answers, then go back and read the (currently 16 pages) of others answers. I really enjoyed 5e, but it's age is showing. My personal biggest grievance is the poor matchup between designer number of encounters per day needed for inter-class balance, and how people (including myself) actually run. But there are others as well. None that stopped it from being loads of fun, but I'm ready for something else. Something else can be another game - there are plenty out there. And the OGL debacle has spawned more that might catch the die-hard "heroic fantasy = D&D" fans that I play with. But having D&D turn the crank to something new would be preferred. I'm actually pretty flexible on what that "something new" looks like. I do hope they bring back Keywords, but that's a minor thing. A few things off the top of my head. 1. Rebalance around much fewer encounters per day. 2. Provide the DM usable mechanical knobs for common styles of play. A few might be: 1-3 PCs (less niche protection, etc.), High Magic and Low Magic (and the same just in regards to number of items), Dungeon Crawling (more encounters per day), Sandbox Exploration, etc. 3. Leverage other tools besides spells. For example, the Invocation system from Warlock could work just fine for a Ranger, especially if it has a mix of "I'm a master of this" and "Nature Magic" allowing one to build a purely mundane or a connect-to-nature-magic just by choice of invocations. 4. Double down on the genre as heroic fantasy, and re-calibrate non-magical actions in view of that. For example, if a Tier 2 fighter can fall 30 feet and keep fighting, why can't a T2 fighter jump a 30 foot chasm? Include guidance to DMs to match abilities to the tropes of the genre, not to the real world. 5. Subclasses are good to fill a needed archetype, but they should also be awesome. I have a quote from someone talking about one of the Ranger UAs, I think that turned you into a giant tree. I wish I kept who said it, but the quote was: “...it is unbelievably flashy compared to other ranger archetypes. It might be power-balance-neutral with the rest of the archetypes (hard to judge, and I’m not getting into it here), but it’s absolutely more rockstar to play, and that gives an impression that it is better.“ Make rockstars that are exciting. 6. Keep multiclass balance vs. cherry picking, but also don't drastically change the character at 3rd level. This is especially true if subclasses are rockstars. Perhaps you start getting subclass abilities at 1st, but a character only has a single subclass no matter how many classes they have. 7. Changes to freshen up the experience after 10 years of 5e. Basically, turn that crank and give us things that are new that we will have the wonder of exploring again. [/QUOTE]
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