RPG Evolution: The Half-Edition Shuffle

The next edition of Dungeons & Dragons is finally on the horizon, but it's not here just yet. So when do publishers makes the shift?

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A Historical Model​

D&D has been through several editions in recent memory, but few match the recent transition between two compatible editions. Although backwards compatibility is often promised, it's rarely delivered. And there's also the consideration of the thousands of small press publishers created through the Open Game License movement, which didn't exist before Third Edition. Of all the edition shifts, the 3.0 to 3.5 transition seems closest to what D&D is going through right now, so it's a good place to start this thought experiment.

Compatible, Sort Of​

Fifth Edition's transition to Sixth involves tweaks to the game. Those tweaks seemed largely cosmetic, at first. With the release of Mordenkainen's Monsters of the Multiverse, it's clear that the spellcasting section of monsters is going to be significantly changed. In short, while players may find their characters compatible with the latest edition of D&D, DMs may find their monsters aren't. And that's a problem for publishers. But mechanically, all of these issues can be addressed. What really matters is what customers think. And that's often shaped by branding.

What a Half-Edition Means​

The transition between Third Edition and 3.5 was more significant than many publishers were expecting. You can see a list on RPG Stack Exchange, which shows just how much the new edition changed the game.

This did not go unnoticed by consumers. The OGL movement was still developing but it caught many publishers by surprise, including the company I wrote for at the time, Monkeygod Publishing (they're no longer in business). When we released my hardcover book Frost & Fur, the only identifier was the D20 System logo. Little did we know that it was imperative to identify the book as 3.5-compatible (which it was), because stores wouldn't carry it and consumers wouldn't buy it if it wasn't.

There wasn't nearly as much communication from WIzards of the Coast back then as to how to prepare for the edition change, much less columns from the company explaining their strategy. More communication about the upcoming edition may mitigate its impact on third-party publishers.

Between the DM's Guild and DriveThruRPG, there is now an ecosystem that can more readily update itself without taking up shelf space or clogging up inventory. Digital products can be changed, covers can be rebranded, and newsletters can announce the update. Wizards of the Coast has also given considerable lead time on the coming changes by announcing the edition well in advance and updating books piecemeal so developers can see what changed. But there's still one important piece of the puzzle.

What Do Consumers Think?​

One of the ongoing concerns for supporting publishers of Third Edition was how the Open Game License would be updated and, at least as important, how to identify that compatibility.

Updating the OGL enables publishers to ensure their products are compatible. The OGL doesn't specify stat block structure, so it may not even be necessary to update the license much if at all.

Identifying compatibility will be even more critical. At some point, publishers will start identifying their products as Sixth Edition compatible. And that will happen when consumers shift their spending habits.

The Changeover​

But first, WOTC has to declare that Sixth Edition has officially arrived. Wizards was hesitant to put a number on Fifth Edition, preferring instead to indicate it was simply D&D to potentially head off edition controversy. Failure to do that in a timely fashion (or worse, failure to recognize a new edition at all and continue calling it Fifth Edition) will cause potential confusion in the marketplace, with both consumers and publishers.

At some point the tide will turn and consumers will expect compatibility with the new edition. That change is complicated by the fact that Sixth Edition should be largely compatible with Fifth Edition. But only consumers can decide that for sure; if they don't feel it is, there will be a sharp drop off in Fifth Edition buying habits. For smaller publishers, they'll stay close to the market to determine when that shift is happening and how to transition smoothly without harming their business model.

Getting it right can be lucrative. Getting it wrong can sink a company. The market convulsed massively when 3.5 came out, wiping out publishers and game store stock that were unprepared for the change. Here's hoping with enough foresight and planning, we don't have a repeat of the 3.0 transition.
 

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Michael Tresca

Michael Tresca


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My point is the major "flaw" of 5e is it's so anti bloat, it doesn't provide some of the stuff many fans want.
yeah, finding the sweet spot is hard.

4e held back the bard and gnome and people flipped (are gnome bards common today?) 5e launched missing things (Some still missing),

sometimes it feels like a new edition should defualt launch with only 4 classes (warrior/rogue/mage/priest) and then over the course of the next year see how those classes perform and introduce more niche concepts...
sometimes it feels like a new edition needs every class front loaded day 1 (all in the 5e phb+warlord, sword sage, duskblade/bladesinger, artificer and knight) and is a failure if you can't get 6+ subclasses in each day 1,

neither is the right answer, but finding that balance is hard... maybe impossible.
 


the funny part is I would 100% support that druid model, but HATE that warlock model. (I say alot warlock is the best designed class right now... lots of customization but simple at table play... at will short rest and long rest abilities mini feats just for the class (invocations) and 2 subclasses to mix and match..)


edit: the druid idea is to simplfy choice at table (don't need 30+ animals to choose from) but if they did that AND gave the druid things like invocations (nature's gifts) I think it could work.

Yeah, this is pretty much where I'm at. I'd like to see classes have more inflection points, not less. More alternative uses for wildshape would be great.

But, I'm also in favor of stopping the use of the Monster Manual as a player resource. Transformation and summoning abilities of PCs need to have their own mechanics, rather than trying to square the circle of character vs monster attrition models
 

Yeah, this is pretty much where I'm at. I'd like to see classes have more inflection points, not less. More alternative uses for wildshape would be great.

But, I'm also in favor of stopping the use of the Monster Manual as a player resource. Transformation and summoning abilities of PCs need to have their own mechanics, rather than trying to square the circle of character vs monster attrition models
imagine in my scenero (Use 3 set stat blocks to choose from wild shape + some nature gift abilites every few levels) and you have a few natures gift that had some prereqs (at least level) that let you get a 4th stat block option... one for elementals, one for dragons both seem like easy awesome druid invocations...

maybe eat some spells and make them nature's gifts... off the top of my head imagine goodberry being instead of a spell "when you take a short rest you can expend spell slots to gain X good berrries... note you can drop any left over spell slots at the long rest... these last 24 hours.
 

yeah, finding the sweet spot is hard.

4e held back the bard and gnome and people flipped (are gnome bards common today?) 5e launched missing things (Some still missing),

sometimes it feels like a new edition should defualt launch with only 4 classes (warrior/rogue/mage/priest) and then over the course of the next year see how those classes perform and introduce more niche concepts...
sometimes it feels like a new edition needs every class front loaded day 1 (all in the 5e phb+warlord, sword sage, duskblade/bladesinger, artificer and knight) and is a failure if you can't get 6+ subclasses in each day 1,

neither is the right answer, but finding that balance is hard... maybe impossible.

I think if you get all the "core D&D" plus a few new ideas by the first rules/players add-on, you're fine.

5e will become 6e when they struggle to make new interesting characters concepts and settings and sales drop hard because they won't print new classes nor get experimental with setting and setting variant rules.
 

I can't imagine that GWM and Sharp Shooter will survive the change. They are discussed so often as unbalanced, so they will be tweaked in some way.
I suspect the opposite: while they are pretty powerful, they're also among the only popular feats. WotC isn't going to change the popular stuff, they're going to try to make other feats just as attractive (or not change much at all if opinions vary widely.)
 

I suspect the opposite: while they are pretty powerful, they're also among the only popular feats. WotC isn't going to change the popular stuff, they're going to try to make other feats just as attractive (or not change much at all if opinions vary widely.)
that is a hard question, and one I hope WotC is spending real time talking about... if 1 option is popular is it the goal of bringing other things up to it, or to bring it down to the others?

I don't know that we have a good answer.
 

I suspect the opposite: while they are pretty powerful, they're also among the only popular feats. WotC isn't going to change the popular stuff, they're going to try to make other feats just as attractive (or not change much at all if opinions vary widely.)
They're on the (very) short list of potential feat nerfs; I'm expecting roughly half the feats to be cut or buffed. I expect the same for e.g. warlock invocations where all the ones that just almost add a spell to your spell list are either cut or buffed.
 

Regarding feats.

It seems to me, Sharpshooter and similar are the only feats worth swapping an ability score improvement for. Thus they are the standard that all other feats need to upgrade to.

The design space of a feat is an equivalent to the +2 ability score. Every feat needs to be a difficult choice between whether to swap the ability improvement or not.

The feats in Tashas and Xanathars are comparable. But most feats in the Players Handbook are insufficient for this design space and need an upgrade.
 

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