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<blockquote data-quote="Upper_Krust" data-source="post: 5766073" data-attributes="member: 326"><p>Hey El Madhi! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Well thats true, however, the release of 5E would surely herald the end of official 4E products from WotC. That would make 4E itself less fun though it wouldn't make playing 4E less fun.</p><p></p><p>Although that in itself raises an interesting point because at the moment (and this is only my personal opinion) there seems very little on the horizon from WotC that interests me. Ironically, Paizo (even though I don't and won't play Pathfinder) are still bringing out books I'd probably pay money to own/read.</p><p></p><p>While I am here I should probably segue into my thoughts on what 5th Edition should or shouldn't do.</p><p></p><p>1. Mechanically 4th Edition is brilliant. I'm not saying its perfect but it does so much fantastically, that the next edition must have a relatively similar structure to its backbone.</p><p></p><p>2. Boxed Sets</p><p></p><p>Break up the tiers into seperate boxed sets (just like the original Dungeons & Dragons).</p><p></p><p>- Red Box (Basic/Heroic), Green Box (Expert/Paragon), Blue Box (Master/Epic).</p><p>- Stagger the release of each boxed set by 4 months.</p><p>- Put different design teams (and different artists to give each a seperate look and feel) on each tier of play, in effect make them try and out-do each other.</p><p></p><p><strong>Red Box</strong></p><p>- Basic DM Rules and quick start guide.</p><p>- PC Rules for Levels 1-10 and easy step guide to creating a character.</p><p>- Relatively Civilized World Areas (Towns, Forests, Hills, Swamps, Dungeons)</p><p>- Crux of the set focuses on Dungeoneering/Questing.</p><p>- Small Town detailed as the staging point for campaigns.</p><p>- Pick 10 classic themes (Goblin caves, Bandit camp, Orc fortress, Vampire Castle etc.), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. </p><p>- Include illustrated character sheets for 8 iconic characters (representing 8 different classes and races) as well as the obligatory blank character sheet for photocopying. </p><p>- A character's race basically becomes the 'paragon path' of levels 1-10.</p><p>- Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters)</p><p>- Red Dice (one of each type)</p><p></p><p><strong>Green Box</strong></p><p>- Basic DM Rules and quick start guide (reprint from Red Box)</p><p>- PC Rules for Levels 11-20 and easy step guide to creating a character. </p><p>- Hostile world areas (Deserts, Arctic Regions, Volcanic Regions, Underwater, Underdark)</p><p>- Crux of the set focuses on Stronghold Building/Running and adding Politics to your game. </p><p>- Mass Combat rules.</p><p>- Country detailed with players initially given a border keep to run (the keep thats part of the town detailed in the Red Box).</p><p>- Pick 10 classic themes (Drow City, Yuan-ti Fortress, Volcanic Prison, Liches' Lair, etc.), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. </p><p>- Include Updated illustrated character sheets for 8 iconic characters as well as the obligatory blank character sheet for photocopying. </p><p>- Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters)</p><p>- Green Dice (one of each type)</p><p></p><p><strong>Blue Box</strong></p><p>- Basic DM Rules and quick start guide (reprint from Red Box)</p><p>- PC Rules for Levels 21-30 and easy step guide to creating a character.</p><p>- The Planes (Feywild, Shadowfell, Astral Plane, Elemental Chaos, Far Realm)</p><p>- Crux of this set focuses on running a Country and the path to becoming an immortal.</p><p>- Continent detailed with players initially in charge of their own country (the country thats detailed in the Green Box).</p><p>- Rules for Gigantic monsters.</p><p>- Pick 10 classic themes (Demonweb Pits, Zehir's Pyramid, Iron Tower of Dispater, Tiamat's Lair), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. </p><p>- Include Updated illustrated character sheets for 8 iconic characters as well as the obligatory blank character sheet for photocopying. </p><p>- Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters)</p><p>- Blue Dice (one of each type)</p><p></p><p><strong>Additional 'Companion' Supplements</strong></p><p>- (Bi-Yearly) Monster Manual (for each tier) detailing 10 more themes each with 10 monsters. 80 pages </p><p>- (Bi-Yearly) Players Options (for each tier) detailing new classes and races. 64 pages </p><p>- (Bi-Monthly) Adventure (six per year, 3 heroic tier, 2 paragon, 1 epic). 48 pages. Focus on smaller adventures with maybe 12 important encounters detailed.</p><p>- (Yearly) Campaign Setting (not tier specific) each campaign world has a completely new starting point/goals for Level 1, Level 11 and Level 21 characters. Also has new 'takes' on the iconic (player) character examples.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5766073, member: 326"] Hey El Madhi! :) Well thats true, however, the release of 5E would surely herald the end of official 4E products from WotC. That would make 4E itself less fun though it wouldn't make playing 4E less fun. Although that in itself raises an interesting point because at the moment (and this is only my personal opinion) there seems very little on the horizon from WotC that interests me. Ironically, Paizo (even though I don't and won't play Pathfinder) are still bringing out books I'd probably pay money to own/read. While I am here I should probably segue into my thoughts on what 5th Edition should or shouldn't do. 1. Mechanically 4th Edition is brilliant. I'm not saying its perfect but it does so much fantastically, that the next edition must have a relatively similar structure to its backbone. 2. Boxed Sets Break up the tiers into seperate boxed sets (just like the original Dungeons & Dragons). - Red Box (Basic/Heroic), Green Box (Expert/Paragon), Blue Box (Master/Epic). - Stagger the release of each boxed set by 4 months. - Put different design teams (and different artists to give each a seperate look and feel) on each tier of play, in effect make them try and out-do each other. [B]Red Box[/B] - Basic DM Rules and quick start guide. - PC Rules for Levels 1-10 and easy step guide to creating a character. - Relatively Civilized World Areas (Towns, Forests, Hills, Swamps, Dungeons) - Crux of the set focuses on Dungeoneering/Questing. - Small Town detailed as the staging point for campaigns. - Pick 10 classic themes (Goblin caves, Bandit camp, Orc fortress, Vampire Castle etc.), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. - Include illustrated character sheets for 8 iconic characters (representing 8 different classes and races) as well as the obligatory blank character sheet for photocopying. - A character's race basically becomes the 'paragon path' of levels 1-10. - Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters) - Red Dice (one of each type) [B]Green Box[/B] - Basic DM Rules and quick start guide (reprint from Red Box) - PC Rules for Levels 11-20 and easy step guide to creating a character. - Hostile world areas (Deserts, Arctic Regions, Volcanic Regions, Underwater, Underdark) - Crux of the set focuses on Stronghold Building/Running and adding Politics to your game. - Mass Combat rules. - Country detailed with players initially given a border keep to run (the keep thats part of the town detailed in the Red Box). - Pick 10 classic themes (Drow City, Yuan-ti Fortress, Volcanic Prison, Liches' Lair, etc.), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. - Include Updated illustrated character sheets for 8 iconic characters as well as the obligatory blank character sheet for photocopying. - Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters) - Green Dice (one of each type) [B]Blue Box[/B] - Basic DM Rules and quick start guide (reprint from Red Box) - PC Rules for Levels 21-30 and easy step guide to creating a character. - The Planes (Feywild, Shadowfell, Astral Plane, Elemental Chaos, Far Realm) - Crux of this set focuses on running a Country and the path to becoming an immortal. - Continent detailed with players initially in charge of their own country (the country thats detailed in the Green Box). - Rules for Gigantic monsters. - Pick 10 classic themes (Demonweb Pits, Zehir's Pyramid, Iron Tower of Dispater, Tiamat's Lair), each targeting one level of play and create 10 monsters of varying levels and ranks around each theme. - Include Updated illustrated character sheets for 8 iconic characters as well as the obligatory blank character sheet for photocopying. - Small introductory adventure with maps and counters (optional deluxe/expensive boxed set with miniatures instead of counters) - Blue Dice (one of each type) [B]Additional 'Companion' Supplements[/B] - (Bi-Yearly) Monster Manual (for each tier) detailing 10 more themes each with 10 monsters. 80 pages - (Bi-Yearly) Players Options (for each tier) detailing new classes and races. 64 pages - (Bi-Monthly) Adventure (six per year, 3 heroic tier, 2 paragon, 1 epic). 48 pages. Focus on smaller adventures with maybe 12 important encounters detailed. - (Yearly) Campaign Setting (not tier specific) each campaign world has a completely new starting point/goals for Level 1, Level 11 and Level 21 characters. Also has new 'takes' on the iconic (player) character examples. [/QUOTE]
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