D&D 5E 5E needs to be pro-moldbreaking

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One thing I hope 5E/D&DN has to do is not hammer down races, classes, cultures, places, monsters and items down too hard into predefined spots.

It must allow and aid DMs and players to change the D&D world to make it their own.

It must not simply say "Yeah, you can do whatever you want." and walk away.It must contain the tools to do thing and actively support those who do.

Rules to changing races from one culture to another. The effects of adding this module or that house rule or shifting the restriction of this class or that theme. Guidelines to snatching monster and making them player characters. The effects of making major changes to the campaign world (how to and what happens if you make a low magic/no magic/arctic/jungle/desert/multiplanar/gritty/superhero/paragon/epic game).

Hand over the screwdrivers and instructions from those who want the unscrew stuff.
 

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In order to break a mold, you must first create the mold.




I am totally down with dev commentary meta boxes which go over variations to standard rules/fluff.
 

I, for one, hope for a more of a toolbox approach. I've always approached D&D with that mindset. 3e wasn't very accommodating in this regard for me. 4e is much better about it, but assumes too much. Still, I like there to be some assumptions in a game, as long as it's upfront about it, because it gives you a good baseline to work from.
 

This is why the DMG could be the most critical book in D&D Next.

If it doesn't make it clear that you, the DM, are in charge, that you can choose what is in and out of your game, how to address player demands against your own sensibilities, how to change rules, how to create or destroy them, how your choices might affect the style of the game.. the list goes on.. but if it doesn't do this, then it will be sorely disappointing.
 

5e is going to be feedback-based, so what molds it makes or breaks should largely depend on what we, the players and DMs testing the game, say we want.
 

This is why the DMG could be the most critical book in D&D Next.

If it doesn't make it clear that you, the DM, are in charge, that you can choose what is in and out of your game, how to address player demands against your own sensibilities, how to change rules, how to create or destroy them, how your choices might affect the style of the game.. the list goes on.. but if it doesn't do this, then it will be sorely disappointing.

What problem is this trying to solve? Are there people playing D&D games with DMs who are confused about this principle? What specific examples of this problem can folks provide?
 

What problem is this trying to solve? Are there people playing D&D games with DMs who are confused about this principle? What specific examples of this problem can folks provide?

3e and 4e assume so much about people's games, that yeah, there seems to be a strong perception of Right Proper Way To Do Things, especially with younger gamers (I think, hard to gauge people's ages online).

I'm under the impression that this is mainly what gives the whole DIY movement it's momentum.
 

What problem is this trying to solve? Are there people playing D&D games with DMs who are confused about this principle? What specific examples of this problem can folks provide?

It is not that DMs don't know they can change the game (A ne there are many players who actually don't know this or are afraid to).

It is a matter of making change easy and understandable.

It is to lower the amount of "How do I run a pirate game?" "What happens if I remove all spell casters?" "What should I compensate for the heavy armor's removal in my desert game?" "Help me make a Grimlock PC. One of my player's wants to play a grimlock." "What happens if I use wound points?" "I want to be a wereboar. Can you give a suggestion that my DM might accept?" "I want to play a nongood or antihero campaign. What should I expect?" "Scaling dragons to epic is a hassle. Suggestion to make it easier." Topics.

Basically rules, guidelines, and EASY conversions for making and playing nonstandard characters, monsters, and campaign.
 

It is not that DMs don't know they can change the game (A ne there are many players who actually don't know this or are afraid to).

It is a matter of making change easy and understandable.

It is to lower the amount of "How do I run a pirate game?" "What happens if I remove all spell casters?" "What should I compensate for the heavy armor's removal in my desert game?" "Help me make a Grimlock PC. One of my player's wants to play a grimlock." "What happens if I use wound points?" "I want to be a wereboar. Can you give a suggestion that my DM might accept?" "I want to play a nongood or antihero campaign. What should I expect?" "Scaling dragons to epic is a hassle. Suggestion to make it easier." Topics.

Basically rules, guidelines, and EASY conversions for making and playing nonstandard characters, monsters, and campaign.

These all sound like fine DRAGON articles. :)

I'd like the core to set the baseline game, and a few common sense ideas on how to change things (the 3e DMG does this really well). I really don't want to see half-fiendish ochre jelly PCs again, so if we put weird stuff in supplements and focus on the baseline or common options in core, we can strike the right balance.
We'll have to accept some things come later.
 

This is why the DMG could be the most critical book in D&D Next.

If it doesn't make it clear that you, the DM, are in charge, that you can choose what is in and out of your game.

This portion was stated several times in the 3e DMG and, apparently, many people either ignored it or skipped over it. I also don't think it is enough for it to be just in the DMG. It needs to be stated in the PHB as well so that the players are made aware.
 

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