Lanefan
Victoria Rules
I'm not going to argue with that for any edition; though the targets of criticism will be different in each.My goal is [...] to look at what D&D does, and what it has done traditionally, and to see where/how it may change.
D&D is not beyond critique.

Thing is, what some people criticize about D&D can be the same thing(s) that other people see as its strength(s).Citing a criticism of the design is not "bashing on" anything. This thread is about discussion of how D&D and its fans may be able to change.
An example from this thread: the task-based resolution that D&D uses has been (pardon the pun but I can't resist) taken to task now and then in here, yet I see it as a strength: if you deal with resolving the individual tasks as they arise, one way or another the overarching goal will very likely take care of resolving itself.
If-when I look at other RPGs, I'm always looking at them from the stance of "What's this game got, that's better than what I already have, that I can port into my existing system?".But in looking at D&D and considering what it may do different, I'm going to look at other RPGs and see how they handle things.
I don't mind the idea of fail-forward as long as it doesn't turn the outcome of the root task from a failure into a success. Every task has an immediate and obvious goal attached (e.g. reach the cliff top, open the lock, get across the chasm, find a curative herb), where 'success' on the roll means you achieved that immediate goal and 'fail' means you did not.For instance... fail forward has been discussed ad nauseum at this point. As a GM of D&D, why would I just outright reject the use of this potential tool? And even if I did decide that for me (for whatever idiosyncratic reason) I simply will never use such a tool... why object to it being an option for others? It's a great option for a GM to have, regardless of the game that's being played.
The success-fail result of the roll itself with regard to that root-task goal should IMO be sacrosanct. After that you can toss in complications on a narrowly-made success roll or maybe-beneficial consequences on a marrowly missed 'fail' roll. An example of the latter might be that when trying to climb the cliff, a narrow fail could mean that while you're still nowhere near the top and aren't going to get there, partway up you've stumbled onto a cleft or cave that can't be seen from the bottom...maybe there's something useful in there, or dangerous, or nothing?
If the underlying (and unspoken) idea is to just have them succeed at the root task more often, lower the DC (or system equivalent).