I can't say I disagree with any of what [MENTION=59082]Mercurius[/MENTION] said waaaay back on page 1 of this thread...and do NOT want any of the following to be taken as "snark"...
That said...everything you are looking for here
IS "going back." It is all taken care of (maybe other than point #2 as far as "rituals" are concerned") in BECMI AND 1e...and 2e also.
Is it just me...or do the "earlier" (i.e. pre-3e) versions of the game handle all of the following?
Specifically:
PLAY STYLE: I'd like to see more options for styles of play and the power level of a campaign's starting point. I do not want to go back to 1E-style early levels, especially for magic users, but it would be nice to see some kind of variant system for Novice or Apprentice Tier that facilitates "off the farm" campaigns.
Done. "Early" (up to but not necessarily including 3e) versions of the game had this. You could be starting "off the farm" or you could be starting as someone with some experience (depending on the background generated by yourself or the DM).
"Options for style of play" can not nor should be imposed by
any rule set/system. That is for you, your DM and your group to decide...and alter as you wish. There is no reason you cannot "break the mold" or "think outside the box"...other than your own limitations of creativity and imagination.
As for the 1e magic-users, I simply homeruled it that magic-users gained "extra" spells for their high Intelligence scores, the same as clerics gained them for high Wisdom. Made them significantly less useless though didn't make them all-out powerhouses either. A 1st level cleric got 3 1st level spells, a 1st level magic-user got 3 also...the addition of "cantrips" made the low level magic-user much less "cast a spell. I'm done for the day."
In a challenging adventure/scenario, an MU can burn threw 3 spells in a single day, no problem. Still requires/d resource management and smart usage on the player's part without leaving them saying "I cast my spell. I have a dagger...or let's rest."
RITUALS/SPELLS/POWERS: I'd like to see the re-integration of rituals into the flow of the 4E game session. In that regard, I'd like to see arcane powers become closer to pre-4E spells. I've grown to enjoy the power system but feel that it needs to be more "invisible" to the play environment so that there aren't just the four roles-as-classes wearing different "clothes," but many different classes with different sub-rules, all based around the power structure but without just being re-fluffings of the same old powers.
Done. BECMI, 1e, 2e, even 3e...spells are "spells" not "powers". Classes that have spells, use them. Those that don't...don't. They have other talents that are brought to bare without needing "powers."
With the exception of "rituals." Easy enough to introduce and use, as such, in game play. We need a "system" to tell use that this spell can, or worse "has to be", be a "ritual" versus a "spell"? That seems to be a DM rules thing...a cultural or "magical order" game world thing. Not something that needs to be dictated by "rules in an edition."
As for "refluffing" there are certain elements that are simply accepted within the genre. Certain spells or tricks or traits or skills or feats or whatever you would like to call them, that simply are of use to the genre. I agree that changing the name of X for the sake of changing the name is nonsense...but certain things, simply must be included...and they all are (or can be) in a pre-3e version.
MAGIC ITEMS: Magic items need work. I'm not sure what the solution is, but the problem seems to be with too many items having just a daily power; they just don't seem magical anymore. In previous editions you'd have magic items that had powers that couldn't be reproduced by player powers; I'd like see more unique powers in magic items (e.g. the old style vorpal weapon).
DONE! In every edition before the current one...or before 3e if you think having self-crafting is too easy.
As you say, the "old style vorpal weapon"...WHY bother with the "new" edition? It's been done...and very well...play older versions. As American society (in particular, but not exclusively) has completely forgotten, "New" does automatically equal "Better."
TIERS/MODULARITY: I love the tier system and would like to see its strengths exploited in greater modularity, perhaps with guidelines for starting campaigns at different tiers; this would work well with the so-called Novice or Apprentice Tier I mentioned above, but maybe also an Immortal tier beyond Epic.
DONE! "Back in the day" (gods I hate how often I have to use that term recently) we didn't have "tiers." We had "low levels", "mid levels" and "high levels" OR, for some, there was "Basic", "Expert", "Companion", "Master" and "Immortal." Either or all of which could (easily) be considered "tiers". You pass a certain level, you're in a new "Tier"...how hard is that?
Applying different terms to used concepts does not make something in a system "new"...nor would incorporating it into a "new edition" make it "new"...'revamped' is a convenient buzzword these days...or "innovating" or "re-inventing" (gods, do I hate 're-inventing'...there's NO 'inventing' involved!). It's all bollux...it's re-packaging the stuff we already have access to and enjoy!
BASIC/ADVANCED: More modularity in general. And this leads me to the biggest change I'd like to see, and it relates to delericho's starter set: I'd like to see a simpler core system, with most rules being optional and "Advanced." That means all classes would be akin to a pre-packaged build with a few choices, but no feats or powers or even skills; if a given campaign or player wants more detail and customization, they can "un-pack" an aspect of their character into feats, powers, skills, talents, etc. But Advanced and Basic characters could work in the same campaign, depending upon what the DM allows and the players want.
Again, DONE. Um...what was BECMI to 1e? I cannot tell you how many of my own (and others I played with) had "Basic" characters who were SEEMLESSLY transitioned into 1e (or even 2e) games...and vice versa.
I want to be clear here, I am not saying, Mercurius, that anything you are suggesting is badwrongfun! Quite the contrary...it is AWESOME! And it has been done...it exists...NOW. Yes, it is 20+ years old...and everything you are "looking for" is available to you! The dice roll as smoothly now as they did then.
I guess I'm trying to open some eyes that...if they tack a "5e" label on it, does that make it "better" or "ok" to play?
COMBAT: In a similar sense, I'd like to see combat that is easier to run without miniatures. As I've said before, I like using miniatures I just don't like having to use them (OK, I don't "have to" but the rules take miniatures for granted). Even more so, I'd like see quicker combat! This has improved, but still...
And...say it with me...Done. I can say, in 30 years of game play, we didn't use miniatures. Never. They were around. In fact, I recall one Christmas the DM gave us hand-painted figures as gifts (and the group was 8-10 strong on a weekly basis). They sat on our character sheets as visual reminders for the other players and tributes of appreciation to her for the time-consuming process of finding, getting and painting each of us. But we didn't
need to use them for spatial perspective...and no, lengthy arguments of "but I'm over here" did not ensue.
HOUSE RULES/CUSTOMIZATION: Finally, and perhaps most importantly, I'd like to see more guidelines for creation of classes, magic items, feats, etc...more customization; a feature within Insider that allows the DM to create stuff and just plug it in. This is a huge problem right now - that the canonical tools, even the rule books, don't allow or at least facilitate house rules and DM creations, one of the hallmarks of the D&D experience. I'm sure it isn't easy to program, say, a template for creating magic items into Character Builder, but you've just got to make it happen, WotC.
Done...as you say, "one of the hallmarks of the D&D experience." No, we didn't have "Character Builders" back then...we didn't have umpteen online resources to draw material from...we didn't even have computers, fer cryin' out loud.
But yes, there ought to be online resources, ASOLUTELY in today's day and age...but "house rules" is "house rules"...You don't need the "online" to say it's "ok"...OR, hells, nowadays, create your own site or blog or wiki with your specific houserules.
You don't need "the system" to tell you that's ok...cuz you're going to change what the system says anyway!
It was a tenet of 1e (and as far as I know 2e and maybe even 3e) that "da rulez" were there as GUIDELINES...and allowed, nay, ENCOURAGED the DM to adjudicate as necessary where the rules fell short...or simply didn't exist! Now, some groups/people took the DMG and PH as "canon unbreakable written in stone" and some took them less...stringently. And that was/IS ok!
I cannot tell you the number of characters I saw, over the years, in play, that did not ascribe to any written/published class...and that's BEFORE "prestige classes" came en vogue.
In my humble opinion, the very concept of 5e is nonsense. It will (and, yes, should) entail various technological innovations to "make play easier". HOWEVER, everything you are asking for, Mercurius and others, has been done. Simply because it is a "former" or "old" edition, does not make it "unplayable" or a "bad" option.
It is there for the playing. All you have to do is incorporate it into your group...as you see fit and, perhaps MOST importantly,
as generates FUN for all at the table.
C'est ca. That is all of my coppers on the subject.
As always, as I and some others assert in these threads, play what you like! (THAT's the golden rule of RPGs).
You don't need a manual with a logo on it to do that...though cool cover art is always nice and new ideas to incorporate are always good, but not necessary.
For me, a 5e will (most likely) not be a part of that. Even if it incorporates everything put forth above...as the saying goes, "Been there. Done [and am doing] that!"
--SD