D&D 5E What size (thickness) book are you hoping the PHB, DMG, and MM will be and how much fluff do you expect?

If I hadn't already given up on 5th edition, I would hope for a rulebook that is no more than 150 pages, a DMG that is entirely optional and unneccessary for old GMs, and a pretty big Monster Manual.
Rules inflation is what I consider the main thing where 3rd Edition headed off into a completely wrong direction and which is the fault for most problems that trouble the franchise now.

But I don't think a company like WotC is capable of turning things around and going back to a simple and easy to play game. They make way too much of their income with splatbooks for players. And since their goal with the new game is making the greatest possible profits and not making a good game, they will continue just that way.
Within a year or two, the new game will be just as bloated as the last two.
 

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Rules inflation is what I consider the main thing where 3rd Edition headed off into a completely wrong direction and which is the fault for most problems that trouble the franchise now.

You may well be right, but if so then the mistake was made well before 3e - as soon as 1st Ed made the switch to hardback books, rules inflation was probably inevitable. Having so many pages available meant that they needed something to fill them.
 


I'm not tied to the "trinity". I would like to see the ~64pg beginner box thing be THE core product. Sounds crazy but you could do it by moving most of the monsters, spells, items and character options online. Then offer people the choice to access that stuff via subscription or buy compilations in book form. I think the goal should be for new players to play with a board game-like box and then a subscription. Books don't say game to most people.

Bingo. Also, limit the "box" levels to 10th. I'm not even sure the box should have all the classes.

EDIT: Also, the big pile o' rules that is all the options could be published in a huge book....I dunno, maybe call it a Compendium or something.
 

Also, they should not forget that the most effective "fluff" is the artwork :)

I'd like to get them all T-shirts that say this.

I often think that they should choose more "simple" artwork that leave more to the imagination (like the line art in the older editions) rather than the "realistic" or "detailed" style that seems so common nowadays. That may just be me, though.
 

But I don't think a company like WotC is capable of turning things around and going back to a simple and easy to play game. They make way too much of their income with splatbooks for players.

And what if you just resist the urge to buy the splatbooks? If you don't add rules to a simple game, you retain a simple game.
 




Ideal for me would be:

1) The core trinity of PHB, DMG and MM. Everything in the playtest plus a couple more classes and races and quite a few more subclasses. Ideal would be at least five for each class.

2) A basic boxed-set with the core four classes and races baking in the simplest subclass for each class. Subclass-provided abilities should be clearly marked as such, with information that in advanced versions of the game there are alternate choices. No feats. Pregen characters, one for each class. Finally, a single page at the end with information on using these characters with the advanced game - the gist should be that the difference is you have more options, but basic-set characters will still as powerful. Not the full spellbook, but a good subset.

3) A line of adventures clearly distinguished into basic and advanced sets. Basic adventures could include one new subclass per the basic set of four classes, with pregen characters using those subclasses, plus a few spells (mostly taken from the PHB) that fit the adventure's theme. Advanced adventures should contain a set of four non-basic-set classes each, presented as per the basic set - one subclass, with a pregen character. Additional class notes should be in their own booklet.

This way, experienced gamers buy the core trinity. If they buy adventures, they can ignore or use the class booklet for a reference. New players, on the other hand, can gradually take on more and more options as they go on. They can keep playing the simplest version of the game if they prefer, but they'll also quickly gain a few options. They won't *need* to buy the core trinity, but once they've bought a few adventures they'll probably *want* to, if only to have all the material in one place. I'd figure a similar thing with backgrounds - adventures supply new ones, some from the PHB.
 

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