D&D General What Do You Hope to See with 7e?

Retreater

Legend
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
 

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payn

He'll flip ya...Flip ya for real...
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Short of some really big evolutions in game design that result in a similarly large shift in the what folks in the RPG community demand out of games, I don’t foresee D&D making another major change like 2e to 3e, 3e to 4e, or 4e to 5e. I think they want to move more towards what we see with, for example, Call of Cthulhu, where a new edition may mark some small changes, but the fundamental system remains largely the same. So, while I have some of the same preferences with regards to bringing back some of 4e’s stronger ideas, I just don’t anticipate it happening.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
I do think this would be ideal. The game they originally pitched with D&D Next really sounded like the best possible version of D&D, embracing the DIY spirit of the early game and making it more of a toolbox for creating the game you and your group want to play, rather than trying to unify the D&D playing experience across different groups. Unfortunately, I don’t think that approach lends itself as well to what WotC wants to do with the game.
 



UngainlyTitan

Legend
Supporter
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
With all due respect and as much as I loved 4e I do not see it happening. The best you can hope for is as @payn said above
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
I would also like to see another shot at modularity.

As to @Retreater's list.
Minions are doable in the current ruleset with out much difficulty.
By the "Bloodied condition" I presume that you are actually referring to mechanics triggering on the bloodied condition.

I think that reworking healing off hit dice could allow for healing surge like mechanics. It is kind of frustrating in that it is almost there but not.
That may well be a viable expectation. Not so sure about the rest and I could live with out them. I liked the new Vecna design as an alternative way to design a solo with out use of legendary actions.


For low level survivability I would just start at level 3.

I would like to see a travel mechanic like the one in 'Adventures in Middle Earth" and some detailed advice (with examples) of constructing a skill challenge like mechanics for social or exploration purposes.
 

HammerMan

Legend
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I am still holding some hope
Basically, my list is wanting to add more 4e design elements into the game.
4e with some 5e innovation worked in and MUCH better go math (still front load but way less) sounds like a perfect edition to me
 

Lanefan

Victoria Rules
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
Of these listed: only bloodied, niche protection, and meaningful positioning work for me.

For the rest, I'd rather see much the opposite. Minions and many other 4e monster-design elements are IMO awful, in that they sacrifice internal setting consistency on the altar of pure gamism. Healing surges just add to the problem of there already being too much healing available in the game. And I'd prefer to see the game become generally more lethal rather than less, if 5e is the baseline for comparison.

What would I like to see in a strip-it-to-the-studs new edition? On a broad scale:

--- true zero-to-hero play, where a 1st-level character is only a small step up from a commoner and a 2nd-level character is that same small step up from a 1st-level
--- magic be made risky and dangerous, casting easy to interrupt, wild magic surges possible, etc.; and no at-will spells or cantrips - this all to rein in the casters in comparison with the martials
--- greater granularity all round, which by default means less reliance on unified mechanics and more discrete subsystems for different tasks/purposes
--- greater emphasis on resource management, "resources" here including gear, rations, hit points, spells, and so on
--- fewer classes, each with more obvious strengths and weaknesses and all with strong niche protection; no single character can be good at everything, instead every character is very good at something and rather bad at a lot of other things
--- multiclassing exists but is always a "sub-optimal" choice - and clearly labelled as such
--- fewer PC-playable species, there's a few dozen too many in 5e
--- fast and easy character generation if a players goes with the suggested defaults (presented in the PH) for a given class; though more complex generation can be available should a player want it, the intent is that focus shifts sharply away from the "character build" aspect of the game in favour of the play-at-table aspect
--- a strong underlying design philosophy that says "for every benefit there must be a corresponding penalty or drawback somewhere else"; and yes, among other things this specifically means species-based penalties to some stats to cancel off the bonuses they get elsewhere
--- a body-fatigue or wound-vitality hit point system, complete with viable and logical long-term injury or incurability rules

EDIT to add:

--- more emphasis on downtime and non-adventuring activities e.g. training, stronghold/guild/temple construction, travel, etc.

Howzat? :)
 


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