Ahnehnois
First Post
I hesitate to ask what you're defining as "modern". Between Arcana Evolved and the Book of Experimental Might, I'd say Monte's name is on some of the most significant (and significantly advanced) d20 books released after 3e. I think they hired him because he understands the 3.X architecture and may have some ideas on how to improve it. Although I admittedly haven't read FantasyCraft or some of the other 3.X derivatives, I don't think I've ever seen a more "modern" rpg than 3.5 D&D.What innovative stuff by Monte are you thinking about? An I overlooking something obvious? For me, Monte is a strict classic RPG guy who has never been interested in modern RPG design goals. Moreover hiring him back to WOTC best serves as a signal of continuity to 3.x, not as a way to innovate the game.
I would loosely define "modern" as a game with a unified ruleset, equal emphasis on combat and noncombat activity, a strongly reality-based design, and highly modular design (the "toolkit" mentality). I would define "classic" as being focused on the Chainmail-esque tactical miniatures combat in a dungeon setting, using many discrete subsystems and esoteric rules, and without making many explicit attempts within the rules to model reality or to encourage activities other than combat. By these definitions (the ones that I just made up which no one else is bound to), the announced 5e plans (and Monte Cook's work) are pretty modern.