an_idol_mind
Explorer
If they need to make a new edition, I'd go with about the same amount of rules, but with a different presentation.
The Player's Handbook, in my opinion, should be a very simple presentation of the game, with all the basic rules you need to run D&D but with complexity kept to a minimum.
The Dungeon Master's Guide should be the place for the complexity, including the variant and optional rules. A game is only as complex as the DM makes it, anyway.
I'd also like to see some of the more common magical treasure moved from the Dungeon Master's Guide to the Monster Manual, making the MM more like the Monsters & Treasure book from Castles & Crusades. The down side for WotC would be that this eliminates the need for a DMG if the group wants to play a vanilla game. The upside is that such an approach would likely help to win back the crowd who see D&D as too complex (since they can play with just the Player's Handbook and Monster Manual), while keeping the crowd that wants crunch (since they could use any and all of the options in the Dungeon Master's Guide).
The Player's Handbook, in my opinion, should be a very simple presentation of the game, with all the basic rules you need to run D&D but with complexity kept to a minimum.
The Dungeon Master's Guide should be the place for the complexity, including the variant and optional rules. A game is only as complex as the DM makes it, anyway.
I'd also like to see some of the more common magical treasure moved from the Dungeon Master's Guide to the Monster Manual, making the MM more like the Monsters & Treasure book from Castles & Crusades. The down side for WotC would be that this eliminates the need for a DMG if the group wants to play a vanilla game. The upside is that such an approach would likely help to win back the crowd who see D&D as too complex (since they can play with just the Player's Handbook and Monster Manual), while keeping the crowd that wants crunch (since they could use any and all of the options in the Dungeon Master's Guide).