invokethehojo queried:
should it build upon 4e, or go in a different direction? would you like to see things going back to the "old school" way of doing things, or continue to emulate "video game" inspired mechanics? should gold, items, powers, tactical combat and other mainstays continue to be core elements, or should they try something different?
great questions, and something i've been mulling myself for months ever since seeing
this.
i agree with your underlying assumptions. to my way of thinking, i think the video game-inspired approach is the genie that's been loosed from the bottle, and am approaching this conversation with that additional assumption.
there are a few things i would love to see in 5e, whenever it's released.
1. the full-blown unification of the combat engine with the task resolution engine. 3.x laid the framework for this idea and 4e has gotten us very, very close indeed with the skill challenge mechanic.
2. a "degree of success" mechanic. the skill DCs seem to suggest a 5 point increment between levels of difficulty. here, the skill challenge model might serve as a useful bridge. i'm conceiving of something like: for each increment of 5 by which a roll succeeds, the better the result. conversely, by each increment of 5 by which a roll fails, the worse the result.
something like this might not be suitable to all games, so perhaps it needs to be optional rather than part of the core ruleset--but ultimately, i think that this will help streamline die rolling in both combat and task resolution.
in combat, i'm thinking increasing/decreasing damage. maybe you add/subtract the relevant attribute modifier for the attack to/from the damage roll--or a more radical idea: dispose of the damage roll wholesale. maybe implements/weapons/spells do a base [x] damage, modified by the degree of success.
in task resolution, perhaps it facilitates/hampers future successes in skill challenges--or perhaps grants successes/failures? by the RAW, the impact of failure in a skill challenge carries little tactical impact. from where i sit, that strikes me as undesirable.
3. the stunt mechanics have brought us nearer than ever to encouraging players to use something other than an attack to accomplish something useful in a fight other than "i hit him again". i think that as a general concept, even more of this empowering of players to be more creative and support for unorthodox tactics is a step the game should continue to explore. in 3.0, we were all excited by the MM details for swallowed PCs cutting their way out of monsters. more rules supporting things like dropping a large blanket over a beholder, putting a tiny floating creature (e.g., a flameskull) in a backpack and rattling it around (would it be dazed until it destroys the backpack?), that sort of thing, would be really useful in that regard.
this could have the impact of significantly increasing the length of MM entries, and therefore, pagecount, with material that isn't germaine to all campaigns. not every game needs that level of detail and of course, that might make the books too expensive. to address this, WOTC could exclude them from the books but add them to the site as free PDFs. that way, DMs who want/need that info could get it, but not get beyond the product's price point.
ed