Hmm. A couple things struck me.
Monte Cook said:
In my new role at Wizards of the Coast, I am compelled to look over the entire run of the game, not just the most recent products. My job has little to do with quibbles over this edition or that, and everything to do with the big picture view of the game. That means almost 40 years of history—rules, classes, spells, adventures, and, of course, monsters.
This makes me think that he's definitely working on 5e. I mean, if he was on board for 4e, wouldn't he be looking at the more recent products? No, ruminations about "preserving the past" and him looking not just at "the latest products" but the entire history... yes, that definitely strikes me as the strongest sign yet that he's looking to help craft a new edition. I know there's speculation, but this pushes it to about 90% for me.
Monte Cook said:
If preserving someone's favorite means having to do a little work to give a creature a niche or a slightly different appearance or mechanical take, well, that's a creative challenge.
And this isn't true of just monsters, of course. Spells and magic items, for example, are important legacies of the past. This is perhaps also true of something like feats, but I believe it's more relevant to monsters, races, spells, and items, because these things all carry story weight as well as mechanical weight.
And this makes me think that
+X weapons are sticking around. They've certainly got a ton of history with the game, and if "preserving the past" is important to his thought process, I don't see them disappearing. He might take it as a "creative challenge" to tweak them in some way -maybe they only deal damage, but don't add to attack bonus. I don't know. But I do think it's a sign that they'll stick around.
Overall, pretty interesting. I think old alignments will also make a resurgence, though maybe not as mechanically important as in the past (also, adding "unaligned" into the mix). I definitely think that this article spoke a lot to one of his major design goals, and that's enlightening and interesting.
Hopefully we can get more articles like this, or some new mechanical ideas. With these articles, design goals are more interesting than mechanics, and mechanics are more interesting than "reflections" ("what's D&D about?"). But, that's just me. As always, play what you like
