Ok, given the concepts you include below, how would you (
anyone, not just @Voadam) use them to "improve 5th edition"?
How would you implement them?
I know how I might, but I am curious what others would do.
- Use in-depth descriptions from both the DM and player to increase character immersion.
- Handle interactions more free-form and less with dice rolling mechanics.
- Focus more on player decisions than mechanics.
- Go with the player presented concept of their character more than the stats written on their sheet.
- sandboxing and random encounters
- higher lethality in tone
- more of a gold acquisition orientation
- resource management importance
- mega-dungeoneering
I think given all the ideas/ suggestions, it would be interesting to create a document with ways to incorporate ideas for giving 5E and old school feel, offering dozens of variants (like those in the DMG for a grittier feel) which would bring these concepts into the game.