D&D (2024) What are the top 3 things, above all else, you want from One DnD?


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1. Fulfill the promise of modularity, which leads me to point 2...
2. A well organized DMG that provides modular rules you can mix and match to add to the core rules to build the game your group wants to play. Move magic items into their own book to free more page space for more modular rules.
3. More guidance and adventures for high-level play - an adventure collection (a la Golen Vault or Yawning Portal) for tier 4, along with a section providing guidance on creating and running tier four adventures would be ideal.
 

1. Official optional reinterpretation of 0 hp as panic point rather than unconcious/dying.
2. A fleshed out tactical VTT mode providing similar type of gameplay as 4e for set piece battles supported by their custom made VTT.
3. Official optional abstracted inventory.
 


Can you give an example?
This might be very hard to get right in a D&D context. CoT and WoD already have almost fully abstracted inventory/economy. 5 torches deep have a supply system that is tailored to old school resource management style. 5ed took a step in that direction with their a bit fuzzy "packs".

I think with the prevalent play style for 5ed, there might be room for further reduction of the inventory management of play. For instance keeping detailed track of number of ropes, caltrops and healing potions brought might make sense at tier 1, but starts feeling less relevant on higher tiers.
 

1 I will be satisfied with the new exhaustion mechanic.

2 I hope some improvement for the concentration mechanic. Still we forget to roll save for damage taken and sometime a character have two concentration spells to overlap.
I don’t have solution, but those designer are paid to find one.

3 Avoid meaningless features for classes and races. Those features are essential to build identity of a character, and currently we have features that are too situational or too weak. The upgrade of the dragon born and the Ranger show they are in the right path.
 
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I'm sticking to realistic here, since we know a lot of the stuff people want just won't happen (Warlord class).

1) Backwards compatible, in the AD&D sense. Someone could be playing a character built using 5E, yet still play in the same game. Some mix & match might even be possible, such as 1D&D origins with 5E classes, but no 5E subclasses with 1D&D classes. Most books should still be largely usable, perhaps with an update (such as level requirements on feats).

2) Redo the fighter to be less generic. Battlemaster should be incorporated into the base class, while Champion goes the way of the dodo. Warlord returns as its own subclass, including non-magical healing (as a sub-class DMs can just ban it if they don't like it). Keep the Eldritch Knight and add archer and maybe knight as the other sub-classess to give a good variety of themes.

3) More DM help. The DMG is pretty terrible in teaching how to be a DM. There are rules for exploration and social encounters, but they're so scattered and disconnected as to be nearly useless. Better explanation on how to use secret doors, trick, and traps would be ideal.
 

1) A cleaned-up Armor table and Weapon table... such that there should be reasons to take any of the armors or weapons listed. Whether that be price-point (start low on each section due to not having enough money to buy the bigger/better versions) or Class proficiencies that dictate certain types over others.

1b) Fix the unnecessary / never used combinations or "flavor restrictions" that are outside the armor weight sections or weapon types-- for instance, remove Longsword proficiency from the Rogue since they cannot use Longsword with Sneak Attack, and thus no one would ever use Longsword as a Rogue so the proficiency is useless. And just make Rogue and Monk "weapons" be the Simple Weapon category, rather than picking and choosing a list of them-- there's no reason why Rogues should not be able to use handaxes with Sneak Attack, especially dwarven Rogues.

2) Assuming they end up keeping the current Exhaustion chart in the game rather than the new 10-point scale they offered in the UAs... reorder the Exhaustion table to remove "Disadvantage on Ability Checks" from Level 1. Move 'half-speed' and 'half Max XP' up in the table, and then Disad on Ability Checks and Disad on Attacks/Saves you can put at levels 3 or 4 whichever way they want.

3) Not only should the game KEEP Divine Intervention as a Cleric class ability... the game should ADD many more "roleplaying" features like that-- ones that are not just game mechanics but also require the players and DM to add STORY to the functionality. For instance... I think almost ALL the "Epic Boon" feats given out at Level 20 in these UAs suck ass because they're just merely additional game mechanics that PC are already complete overflooded with. Oh, so this 20th Level character once per combat can change a Miss into a Hit with an Epic Boon of Combat Prowess? That's it? An ability that allows you to Hit once more per fight? And THAT'S an Epic Boon? Please. I know a lot of DMs hate "bennies"... but Epic Boons are exactly the place where "bennies" should be showing up.

So if you have Epic Combat Prowess, you should be able to do narrative things by spending bennies like just declaring that flying dragon has to land on the ground because you were able to clip it's wing and force it to fall (even without having an actual mechanic on your sheet that gives that ability.) Or if you are an Epic Sneak, that you can just declare that for this particular adventure you are on that your Rogue is able to just sneak into the stronghold and find the level to unlock and open the side entrance for the rest of the party, without needing to roll a whole bunch of Stealth checks. Stuff like this.
 

hmmm, in no particular order:
-more extensive rules for dealing with social encounters and exploration, and for classes to have abilities that interface with them.
-better capacity to expand and customise your character's powers and abilities without requiring multiclass dipping (this includes more mundane stuff like making tools more useful and more types of weapon and armour that have unique properties).
-less expectations that higher levels require your characters and opponents to have higher stat numbers to keep up.
 
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