Okay, so I finally got around to listening to this and I also feel more excited about what was discussed than I do about the hype and tidbits we've received.
Irda Ranger does a good job of highlighting some of the discussion, so I'll add to what he said (or give my interpretation).
Irda Ranger said:
1. They totally missed the point on the currency question. I'm pretty sure the guy was asking if D&D was moving to a more abstract wealth system, instead of accounting for coins. Based on their answer, the answer is 'No.'
I am also worried that Dave Noonan thinks that money 'disappears' once the PC spends it, and that there's no such thing as a "D&D economy." It's hardly a main point, but I hope they give a little more thought to the 'economic' consequences to rules.
Agreed. I will say that I hope they don't go with a wealth system, but I wouldn't mind consolodating coinage into that which is most likely to be used. As far as the various economies, I am not as concerned, although some basic guidelines may be useful if done correctly.
2. The meaning of "Core": will include expansions and D&D Insider materials, not just the first three books.
Well, he did say that you could see it as the three core books OR you could see it as also including the D&D Insider Materials.
I believe that his definition of core is more accurately described as 100% Official. Since they are also very clear that you don't need to subscribe to the online content to play the game, it makes perfect sense that the core rulebooks are the only true CORE material.
It doesn't surprise me, however, that they would encourage people to subscribe, since it will be another source of income (I am starting to lean toward subscribing - I have an account, but I mean actually paying when they start charging).
3. Different "Tiers" do have different rules; not terribly different, but not exactly the same.
Yeah, I didn't like the wording, because I would be surprised if they actually had DIFFERENT rules, but instead had ADDITIONAL rules (or rule nuances).
Whether it's core or a later add-on, doesn't really matter to me, but I think that it has become important enough to gamers that it wouldn't make sense not to include it.
5.a Monster Roles: intended to help DM's design challenging encounters quickly. e.g., Combine an Artillery & Defender for encounter X. Also, now monsters can use the same tactics PC's have been using.
That's good, in theory. I hope that it works well in practice.
5.b Class Roles: intended to guide player expectations. Brings focus to character design. Brings focus to group design.
I hope that the Roles are dynamic enough to allow a character room to change roles during a campaign. The more aspects that a character is locked into at character creation, the more that a player may become dissatisfied with and not be able to fix (aside from creating a new character).
6. There were sacred cows, but not a "list" from the beginning - they took things out, saw if the game still worked / felt like D&D, and put it back if the game didn't feel like D&D.
Sacred cows aren't a big deal to me, but then again, I'm more concerned with how it will play rather than how much it feels like D&D. As long as I can still run the style of game that I like and the players enjoy themselves, I'll probably be happy (for the most part).
7. Spelljammer/Ravenloft - no specific plans.
This response didn't surprise me, since it's been a fairly pat answer to most question like this for quite a while.
8. Nothing has been 'off limits' in the design process.
Once again, as long as the end result is a good (or, can we pray, great) game, I'm not concerned with what was left/tweaked/changed/trashed.
9. Monsters are 'kind of' advanced by HD.
To me, this sounded like they will give rough outlines for advancing monsters, but if more specifics are needed, they will fit perfectly in a future product (DMG 2 or MM 2, perhaps).