I've noticed a couple things from Monte Cookes 3.5 Arcana Unearthed that have been hinted at being in D&D Next. Just in case anyone hasn't heard of it, Arcana Unearthed was an Alternate Players Handbook for 3e, that later got expanded into a complete system Arcana Evolved(AE). I definitely recommend it as a good read, it put many options and new twists into races, classes and feats.
Anyways some of the concepts I see carried over:
Also I think the design of AE really fits with the modularness they've been speaking about. For example with the champion class, there were 5 or so champions (Champion of Light, Good, Death etc). But in the sidebar there were explicit rules on how to make your own champion of any cause you liked. AE was meant to be more complicated then 3e, but I almost see them using a scaled down version for 5e. For example presenting only two types of Champions/Paladins, and then having the options to create more or modules or options in appendixes. This would kind of fit the any style of game play they keep talking about.
Anyways, that's all I got. Wonder if anyone else has noticed more? I am sure there are bound to be some more similarities with Monte at the helm of 5e.
Anyways some of the concepts I see carried over:
While classes werent uncommon in Arcana Evolved, some feats and spells were "exotic", that required DM approval or were used as a story reward.Common or uncommon classes. So for example fighters, clerics, wizards and clerics might be commmon while warlocks, bards, and paladins fall into uncommon and something like the assassin might be rare. Some of the classes labeled rare might be a bit more complex or difficult to pick up.
Many classes had an enormous about of options within them in AE. For example after you chose to be the witch class, you would have to choose what type of witchDifferent classes should have different levels of complexity. But also varying levels of complexity within each class. Even the wizard has a base starting point that is less complex than what you can get into if you opt into some of the options.
Also I think the design of AE really fits with the modularness they've been speaking about. For example with the champion class, there were 5 or so champions (Champion of Light, Good, Death etc). But in the sidebar there were explicit rules on how to make your own champion of any cause you liked. AE was meant to be more complicated then 3e, but I almost see them using a scaled down version for 5e. For example presenting only two types of Champions/Paladins, and then having the options to create more or modules or options in appendixes. This would kind of fit the any style of game play they keep talking about.
Anyways, that's all I got. Wonder if anyone else has noticed more? I am sure there are bound to be some more similarities with Monte at the helm of 5e.