[+] Here's my ideal future 5E supplement

So...sounds to me, like what is being dreamt up is taking 5e, giving a whole bunch of "optional subsystem add-ons" turning it back into 3.5/PF, and slapping a "New 5e Supplement" label on it.

Sometimes I wonder why you even both replying to certain threads when all you bring is negativity. Don't like the idea? Don't reply.
 

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Where did you get that from?
5e does harken back to the TSR era a lot, which is 'backwards' so heading back in the direction of 3.0, for instance, would be 'forward' to the far-flung future of The Year 2000!
 

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Sometimes I wonder why you even both replying to certain threads when all you bring is negativity. Don't like the idea? Don't reply.

I was replying to YOUR question. Took you down a stroll of my thought process/what I've seen in the thread. You don't agree with or like it, that's fine. That's your prerogative and not my concern. I was answering your question. There's nothing "bring[ing] negativity" about it.

Don't want a reply? Don't ask.
 

I'm always stunned they don't.
It'd be a low cost project (as they could reprint art and reuse art assets) that would likely sell better than their Core Rulebook.

Honestly they could restste their existing and upcoming lines for 5e and bring it out like that. They could easily be the number one seller of adventures in 5e, something that it seems there is more market demand for.

As a creative enterprise, i get that they want their own system, but from a business perspective, i cant help but think they are best served by focusing on their noche of producing high quality APs for the most pppular rpg of all time.

If they wanted to, they could introduce custom classes and other rules in their ap line. For example as... an advanced players handbook! :)
 

For all my wariness of whats coming out of pf2, i like the idea of "class feats". In my mind, a 5e advanced phb would take the chassis of existing classes, and exchange asi/feat levels as well as class ability levels, and let them choose from a range of tiered feats (and they could also choose general feats at the asi level).

5e does this to some extents, such as battle master fighter or totem barbarian, but i think theres more room.

For example, a beserker barbarian could choose if they want to gain immunity to fear, gain an ability to create fear in combat, expertise in intimidation, extra speed, being able to maximise damage once per short rest, upping rage damage, adding a charge maneuver, etc

These are off the top of my head examples, not tested, but can serve to show that a party could have 2 beserker barbarians that are quite different. Perhaps one is an expert in intimdating and creating fesr amongst enemies while being immune to it themselves, while the other charges into battle and causes maximum damage.
 

I'm not that interested in the APHB but like the idea of a version of the AMM.

I'd like a bunch of monster options to bolt on to the current monsters. A bunch of those tricks you are talking about.

For example I would give the option to all Giants to have an attack option to snatch up a player and chuck them away. All spellcasting monsters the ability to swap out spells for other spells, all Devils a suite of powers that improve based on hit dice.

It would mean when running a pre existing adventure like Storm Kings Thunder you look up the MM & the AMM so it's not for everybody but that's what I want. Is there a DM's Guild version?
 

I'm not sure how much mass market appeal there would be. The reason for the popularity of 5e lies solely in it's simplicity. There is Pathfinder for a crunchier, more complex system, but 5e is far more popular.

Personally I don't see the need for an "Advanced Monster Manual" at least not if it just had tougher versions of standard creatures. If I want to tweak monsters to more suit my players and story I just do so (and I usually do - in the adventure I wrote last night a giant octopus fights with spears and a magic shield, and a Green Slaad got a completely different set of spells.) And if they are too easy I just use something with a higher CR or capable of exploiting weaknesses in the party.
 
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My ideal book would be a book full with mini-scenarios (no more than 3 fights in each scenario), with a lot of new monsters. The current PC-options will keep our group busy for the next 25 years I think, but you can never have enough scenarios to play, or monsters to kill!
 

All spellcasting monsters the ability to swap out spells for other spells, ...

I could be wrong but I believe this is already in the Monster Manual.

EDIT: per the Monster Manual page 10 under spellcasting

"You can change the spells that a monster knows or has prepared, replacing any spell on a monster's spell list with a different spell of the same level and from the same class list."

EDIT 2: Maybe your talking about innate casting which is not allowed to swap?
 

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