Dear Wizards of the Coast...

Actual book support for the Runepriest and the Seeker, please. Some of us don't use Insider, and would like to have access to that material.

This is going to sound silly, but rules for putting sci-fi-ish weapons into D&D games. I've always been interested in running a Final Fantasy-ish world, and 4th seems pretty adept at handling that.
 

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At least three adventures per month, every month, without fail. Five would be better.

A rock-solid Adventure Path, running for 9-12 months, taking characters from 1st level to, um, 15th or 20th or thereabouts.

(The ideal mix of adventures in eDungeon would include at least one adventure for each tier, one setting-specific adventure per month, and one or two short Delve-style mini-adventures.

So, for example:

- One setting-independent Heroic or Paragon tier Adventure Path adventure (depending on where we are in the Path)
- One setting-specific Heroic or Paragon tier standalone adventure (whichever the Path doesn't cover)
- One setting-independent Epic tier standalone adventure
- One or two Delves)

Yes, I'm aware that would represent a massive increase in the contents of eDungeon over what has gone before, and I'm also aware that "Scales of War" wasn't terribly well received (probably because it just wasn't very good). But I also think that that is the sort of level they should be aiming for with eDungeon.
 


Out of curiosity why 3? (3 seems to be the number people use.)

The most simple explanation is that that gives one for each tier of play.

It's also worth noting that the printed Dungeon magazine also did 3 adventures per month just before it got pulled (of course, theirs were Low 1-5, Medium 6-12 and High 13+ levels!). And the Paizo team did credit that format as being largely responsible for a significant uptick in sales after the last 'relaunch' of pDungeon. (Now, I'm not saying WotC should automatically copy what Paizo did... but in this instance it's a good idea, so...)
 


Fair enough...

Personally I want good adventures and lots of usable content. I like a lot of the stuff they've been putting in like the new tavern profiles and the eye on articles. Those give me interesting stuff I can plunk into my game from time to time.

If they have to replace an adventure- I'm good with that.
 

A means of inviting non DDi subscribers to a session on the VTT. That way I will get a use out of it.

On the game front I cannot think of anything right now since I am struggling to keep up with what is there. Though more themes would be nice.
 


Dungeon Magazine filter that lets you sort by adventure level, and type.
That is so simple and yet so brilliant. Why has this not been done?

I'd like to see a Ghost class, like they did for Vampires.
The problem with a Ghost is that they are by nature insubstantial or at least have phasing. That's a bit powerful to give right off the bat, but doesn't make sense why they wouldn't get it at 1st level. It's the nature of being a ghost. It'd be weird to be a ghost but be locked into a solid shape so enemies can damage you, yes?

Although I do think it'd be so easy to do a Werewolf class.
 

A DM book dedicated to Fey and the Feywild!

I mean we've gotten Plane Below, the Plane Above, and the Shadowfell book (not to mention an Underdark book). We've gotten a book of Demons, Undead, and two Dragon books.

Why has there not been a book on the Fey/Feywild? I want to see a book on them. Furthermore I want to see stuff on Fey psychology. Skill challenges on trying to resolve something (like escaping the party that entrances you to dance forever, or to defeat a fey by having a musical instrument contest). Not to mention bargains/boons you can get.

And then there's the Feywild itself. It's pretty new as far as planes go in D&D, so it should have been one of the first ones explored.

Rules for objective encounters

This was touched on in the DMG2. But I would enjoy seeing rules for various objective-based scenarios. This thread has great ideas, but designing them is tough.

Builds

There are two new builds I would enjoy seeing. One is for the Avenger: a ranged, magic-using avenger. Mechanically like single-target divine Warlocks/Wisdom-focused clerics; their role is to unload striker effects with harsh ranged divine magic. Call them the Exorcists or something.

The second would work for a druid or a Wizard: a class that is all about changing the battlefield. Creating walls, higher ground, pits, etc. Furthermore the effects they create could be of varying intensity - creating a wall that can move around. The idea being that while Wizards (and other spellcasters) hit hard, these guys are more like wrestlers.
 

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