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


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I tried to put them in order of priority
Oh, then it's clearly:

And
Dungeons
Dragons

"And" because "yes, and," is at the heart of good cooperative improv storytelling, and that is the heart of this game.

Dungeons, because the setting comes next, which has a quasi-medieval, exploratory motif.

Dragons, because monsters are an important but not essential component of the game, and dragons are iconic but you don't want to overuse them.
 

1. An agnostic PHB & DMG, but after that, setting specific books that include alternate rules, species, classes, and feats; specific to that setting alone. (They could accomplish this by tying in the setting rules to the species', classes', and feats' abilities.
2. Keep it as simple or simpler than 5e. If you can streamline rules like jumping.
3. Make diversity in abilities just as viable an option for the majority of players than the pigeon-hole that exists now. Meaning, make the fighter that sacrificed his strength (meaning didn't auto max it) for intelligence or wisdom have viable options to becoming as good a fighter as the max strength fighter.
 



  1. Side-by-side characters - If someone wants to use a character they designed under 5e rules alongside a 1D&D character they should be able to do that. Things like AC, HP, proficiency, ability scores, spell slots, etc. should be similar or the same.
  2. Economy guidelines - Poor, Average, Rich areas should have varying costs and availability for goods and services. Include that in the PHB so the players see it and can make decisions based off that information. This should also include "endgame" money sinks. Feel free to include a bold line that says "DM discretion", but player facing is a must.
  3. Weapon and armor table update - Each weapon should be unique on the table. If not, include them in the same line or the weapon description. Light and Heavy armors need to be at least as interesting as Medium armors for decision points.
Armor TypeCostArmor ClassStrengthStealth
LightCheapest, 10gp11 + Dex Mod---Disadvantage
LightCheap, 20-50gp11 + Dex Mod--- ---
LightCheap, 20-50gp12 + Dex Mod---Disadvantage
LightModerate, 100-200gp12 + Dex Mod------
LightModerate, 100-200gp13 + Dex ModStr 9---
MediumCheapest, 10gp12 + Dex Mod (Max 2)------
MediumCheap, 20-50gp13 + Dex Mod (Max 2)------
MediumCheap, 20-50gp14 + Dex Mod (Max 2)Str 9Disadvantage
MediumExpensive, 300+gp14 + Dex Mod (Max 2)Str 9---
MediumExpensive, 300+gp15 + Dex Mod (Max 2)Str 10Disadvantage
HeavyCheap, 20-50gp14Str 9Disadvantage
HeavyModerate, 100-200gp15Str 10Disadvantage
HeavyModerate, 100-200gp16Str 12Disadvantage
HeavyExpensive, 300+gp17Str 13Disadvantage
HeavyMost Expensive, 1000+gp18Str 15Disadvantage
 


Lastly, money does not matter much and excitement about it and magic items is just not the same anymore. I don’t know a way to make treasure tied to experience again but that relationship used to spur us on…
This is the kind of thing that could be added to the DMG as a variant rule. I find it disappointing that the current DMG doesn't discuss XP for GP when discussing alternative ways for gaining experience points in Chapter 8.

I think that the main challenge is that it would be hard to make work well with how most adventures are structured. But the DMG is meant to be a resource for GMs to not only learn how to run official adventures but also tools to design their own and giving some guidance on how to design adventures around XP for GP would give another tool to GMs to do so.
 

1. An agnostic PHB & DMG, ...
What would this look like? While Forgotten Realms is the default setting of D&D, I've never felt constrained by that. I think most new players would like the game tied to certain tropes that make it feel like D&D, so I don't think that they will remove all the fluff from the core books. Do you feel the current core books are heavy handed when it comes to default setting assumptions?
 

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