Maybe... sorta...
The idea you propose sounds like it could be a fun game and a very reward experience.
I think, for me, even with the "problematic" warts of the setting...
In my mind, if I am going to play Dark Sun, I think I want some of the harshness that comes with it.
Less Star Wars and...
My dream 6E would include a section that explains that Rainbow Scissors is playing D&D the one true way, and anything that I disagree with is badwrongfun.
Personally, I haven't found that to be the case. It may happen less often than high level 3rd Edition, but it's not very difficult to make the d20 roll largely irrelevant in 5e. There are things that I believe 5E does very well. And, while I do think there have been improvements made by 5E over...
"Occasional" isn't enough for a company wanting to further monetize a "lifestyle brand" (as the vision has been described by executives).
There are also some hints that more mature themes (i.e. Dark Sun) may again be viewed as palatable... well, as palatable as the idea of making more money can...
-I think 6E should extend the game back out to 30 levels again (like 4E did).
-Have more decision points. Printing books with more feats doesn't do much of anything for me when 5E so heavily limits how many I can take.
- feats should not compete with ability score increases; if the game...
If there's a spectrum, I think my group leans toward Open Sandbox, but there are also a few pre-established Lego pieces.
Thinking more, I think that our current game is less like Legos and more like stones of adventure tossed into a pond. The pond was already there and already existed. Elements...
I think this will be a pass for my group.
For the people who want it, I am glad that they have a product they can support.
For me, I am having a hard time justifying spending money on this.
Visually, whether or not I like the new art varies wildly, but leans toward being an overall no in the...
The easiest example is that D&D 5E design places zero value on different methods of movement or movement speed.
The default mindset behind the design is that being able to teleport, fly, or move any number of distance every round does not in any way impact CR. While that may be a minor detail...
I partially agree that game design has evolved as lessons were learned from previous editions of games. So, it may be that the "how" has improved in regards to how a game is structured for some games.
However, sometimes, I also feel that modern designers have very different ideas concerning...
Maybe, given the psionic nature of gem dragons, the wings aren't actually like that. It's a psychic projection to intentionally make the dragon look helpless and incapable of flight, to lure in potential prey.