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D&D (2024) What's Your 2026 WotC D&D Wishlist?


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I'm a sucker for a book of magic items.

I think the monster-themed books like Fizban's and Bigby's (Lords of Madness, Libris Mortis) would be better if they came with a campaign. Not the short encounters they currently have. But 50 or 75 pages of adventure. I'd LOVE a book like that.

And I'd like a Phandelver-style intro adventure that's a true regional sandbox.
 

Except it should not be a D&D game. 5E would make a terrible GW.
Why do you say that?

You'd need new species, classes and feats, but the basic structure seems fine to me. You could have a lot of fun with feat trees simulating advancing mutations or, depending on what the setting is like, advanced nano-bot infection, etc.

I haven't played Gamma World since its first edition, but it was very similar, mechanically, to contemporary D&D at that point and while the setting is very different, it's not trying to deliver a play experience that much different than standard D&D.
 

Except it should not be a D&D game. 5E would make a terrible GW.
Really? I'm not so sure about that. Robert Schwalb has a hidden gem called Punkapocalyptic. It's his Gamma World-like game built on the Shadow of the Demon Lord engine. It's different than 5E...but not that different. And it's great. I could see how you could build a very elegant 10 level game from the component parts of 5E.
 

I haven't played Gamma World since its first edition, but it was very similar, mechanically, to contemporary D&D at that point and while the setting is very different, it's not trying to deliver a play experience that much different than standard D&D.
Exactly this. D&D is fighting monsters and looting magic in a medieval fantasy post-apocalypse. Gamma World is fighting monsters and looting tech in a science fantasy post-apocalypse.
 

Why do you say that?

You'd need new species, classes and feats, but the basic structure seems fine to me. You could have a lot of fun with feat trees simulating advancing mutations or, depending on what the setting is like, advanced nano-bot infection, etc.

I haven't played Gamma World since its first edition, but it was very similar, mechanically, to contemporary D&D at that point and while the setting is very different, it's not trying to deliver a play experience that much different than standard D&D.
[NOTE: I am biased because I worked on GW d20.]

The reason I think 5E would make a terrible version of GW is similar to the reasons that GW d20, while very cool in its own right, was not an especially good iteration of GW: GW is gonzo in the extreme. It does not care about balance or math or consistency. It isn't really well suited to long 1st-15th level adventures, and it is even more of a quintisentially sandbox game that D&D.

I think a 5E "post apocalyptic science fantasy" game would be fine. I think the 5E engine can do lots of things. I just don't think "Gamma World the way it is meant to be played" is one of them.

Again, for clarity, I acknowledge my bias in this area.
 

Really? I'm not so sure about that. Robert Schwalb has a hidden gem called Punkapocalyptic. It's his Gamma World-like game built on the Shadow of the Demon Lord engine. It's different than 5E...but not that different. And it's great. I could see how you could build a very elegant 10 level game from the component parts of 5E.
Sometimes people think "like 5E" means "roll a d20 and add some numbers, as long as they aren't too big" plus advantage/disadvantage. People do it all the time with Shadowdark.

I think what makes a game 5E is deeper than that and built into all the system of the game.
 

[NOTE: I am biased because I worked on GW d20.]

The reason I think 5E would make a terrible version of GW is similar to the reasons that GW d20, while very cool in its own right, was not an especially good iteration of GW: GW is gonzo in the extreme. It does not care about balance or math or consistency. It isn't really well suited to long 1st-15th level adventures, and it is even more of a quintisentially sandbox game that D&D.

I think a 5E "post apocalyptic science fantasy" game would be fine. I think the 5E engine can do lots of things. I just don't think "Gamma World the way it is meant to be played" is one of them.

Again, for clarity, I acknowledge my bias in this area.
Very cool.

I personally like a more grounded version of Gamma World. I think that's one of the points of divergence in the GW community -- gonzo vs grounded.

I'd love an edition that has the sandbox aspect of Mutant Year Zero with 5E character building and 4E monster design.
 

[NOTE: I am biased because I worked on GW d20.]

The reason I think 5E would make a terrible version of GW is similar to the reasons that GW d20, while very cool in its own right, was not an especially good iteration of GW: GW is gonzo in the extreme. It does not care about balance or math or consistency. It isn't really well suited to long 1st-15th level adventures, and it is even more of a quintisentially sandbox game that D&D.

I think a 5E "post apocalyptic science fantasy" game would be fine. I think the 5E engine can do lots of things. I just don't think "Gamma World the way it is meant to be played" is one of them.

Again, for clarity, I acknowledge my bias in this area.
That makes sense. Honestly, I'm not sure how much of an audience there is for a Gamma World 2025 that Mutant Crawl Classics hasn't already snatched up.

I can see WotC putting it into a compilation of crazy alternate settings (a 5E Manual of the Planes, at long last?) but I suspect it's low on the list of projects as far as return on investment goes.
 

Into the Woods

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