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5E - How would you structure it?

I honestly don't have a complete vision of how 5e should be structrued, but I do have a couple of thoughts. The subscription model needs to be blown apart. A modest base subscription for the use of software tools is a fine thing. Content should be purchased once, not constantly rented.

I would like to see true micro-transaction models for content, at least online content. Even to the point of buying a single tier of a single class. Then build a clever tablet/e-reader app that linked out all of the possible sections of rules and streamlined my .99 purchase of paragon Slayer into my e-book. Make the rented character builder (online anyway) smart enough to only show me options I purchased.

5 years from today I would still expect half of the play base to NOT have e-readers/tablets. So 5e will still need a print model as well. Print on demand might work, but it is difficult to use print on demand and maintain shelf presence in large stores.
 
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Has Magic Online killed paper Magic?

Has online poker killed paper poker?

There is no way the core D&D products will ever be online exclusive. That's not to say there won't be online exclusives, as there are in Magic Online.

Posted from my iPad
 

Has Magic Online killed paper Magic?

Has online poker killed paper poker?

There is no way the core D&D products will ever be online exclusive. That's not to say there won't be online exclusives, as there are in Magic Online.

Posted from my iPad

Can't give you XP, but it's just like when our business went "paperless", the number of printers quadrupled. Everyone seems to prefers paper.
 

Can't give you XP, but it's just like when our business went "paperless", the number of printers quadrupled. Everyone seems to prefers paper.
And I prefer it when it's printed on someone else's printer and then properly bound; with that "someone else" being a professional publisher.

How would I structure 5e? Hard to say, except I'd really want to see more focus on better (and more) adventures written in a DM-friendly format (delve is not DM-friendly). I'd want to split it up into two different games, I think...a simple or basic game that resembles old-school D+D, and a more elaborate game (built on the same platform) that resembles new-school D+D; with all support materials being made compatible to both and each system being designed to be backward-forward compatible to the other. The intent here is to appeal to both fan-bases.

The only online aspect I'd focus on would be the virtual tabletop. My ideal game would make character builders redundant. I'd use Dragon magazine to trial-balloon new ideas before release, and I'll don my Ring of Fire Resistance before suggesting I'd abandon Dungeon magazine entirely...smaller adventures could go in Dragon and larger ones could be published as separate modules.

Lanefan
 

Personally I do not think that there will be a 5e as such, but a continuing evolution of expansions.

However, it there was, here is what i woulsd do:

Basic Red Box as is but includes 3 month DDI subscription.

A Box Set by tier, all the bits you need for DM and 4 roles for a tier with tokens and tiles and 3 months DDI sub

Expansions for the Castle Ravenloft line of games to turn those games in to heroic tier D&D games.

Once you have them online I would use all the ideas Stormonu posted above.

Also an online game in the Neverwinter Nights series that uses a Kinetic style interface.

Complete online support, game tables, character builders and prefabbed encounters as well as ereader support.
 

I predict that after the initial player's handbook that provides the rules for the game, and the basic DM and monster books, future player expansions for the game (powers, spells, feats, magic items, and the like) will be sold in the form of collectible packs of trading cards. Likewise monster expansions for the DM will also be collectible monster card packs bundled with miniatures.

Once you buy the card, you are able to "activate" it in the online database by using an activation code on the card -- and each card has a unique code to act as a copy protection measure. Buying cards gives access to a larger library of online tools. Or you can instead opt for the same price to buy access to individual powers online in a non-collectible manner, but you don't get the fancy hard copy and have to make your own.
 

If I would be involved with 5th ed I would want to make it as modular as possible, so I would steer the product scheme in that direction as well. The first year of books would be a Rules Compendium (which would have no classes but would contain the rules for character creation), a book of martial classes and options, a book of arcane classes and options, a book of divine classes and options, a Dungeon Masters book, a goblinoid monster manual, a draconic monster manuel, and an abberation monster manual.

Basically the thought is to allow the group to buy only what they want to use. If the DM knows that he wants to focus on orcs and goblin armies, then he just needs to get the goblinoid themed mm. If the group is not playing in a world with divine magic, they don't need to buy the divine classes book.
 

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