. . . The 4e books would do so much better, in my estimation, if there were a few examples of play that contained player dialogue, no die-rolling, and some setting info. My two cents, of course.
I like the idea of standard conditions, which was an improvement over the philosophy that every ability was its own condition. Cutting down the frequency that we see conditions used might be a good idea, though.Drop from 4E: CONDITIONS CONDITIONS CONDITIONS (especially at higher levels, they get out of hand and the combat system bogs down and suffers from it.
I would like to see the mechanical impact of stats reduced or eliminated. Currently, due to the fixing of the "math" in other areas (examples: the unified half level rate of improvement to check modifiers and defenses, standardizing magic item bonuses, trimming down of bonus types), stats are probably the largest source of "swing" in check modifiers between characters. I say keep the stats but have them depend on choice of race and class (and possibly theme or whatever third leg of character creation you might choose to have). Stats become purely descriptive; they have no mechanical effect and improve as a result of other character creation and improvement choices: for example, picking the Toughness feat increases Constitution, and choosing to be trained in Diplomacy increases Charisma.I would like to see stats go the way of the dodo
Character wise: I really think it's time to get rid of one of the iconic things about the system, that being character classes. It's ok to replace all classes with leader, striker, defender, controller and offer a series of powers and themes from different lists, letting players pick and choose.
I personally hate getting new classes and races in supplements. Find a way to let the player base create their own races and classes and show us how we'd put together the classics as a template. Maybe we get a return of the vancian tables through the "pick these number of powers from these lists at this level if you're a leader" approach.
The hobby finds a lot of difficulty in growth, and it is often misunderstood or hard to understand, because so much of how it functions is based on the oral tradition of learning how to play rather than what is presented in the books we use. As with all aspects of gaming, it's easier to ignore an aspect presented than to incorporate an aspect that is not.
This came up in the "Is D&D about combat?" thread.I think there has always been this elusive Holy Grail of game design regarding presentation of roleplaying, early on because it was little understood and through current times because it is difficult to express easily or well. I'd like, however, to see the flagship product of the industry take a more serious stab at that presentation, even if for some groups the information isn't used in its entirety.
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I would really like to see a game that puts roleplaying more front and center in all aspects of the rules as presented if it is going to call itself a roleplaying game.
I think it's a mistake to see mechanics and roleplaying as at odds. What might be called "free narration" or "free roleplaying" is one way of handling action resolution in an RPG, but not the only one. And in my view it doesn't have any special or magical tendency to produce serious engagement with the PC or the situation. For example, surfing the doors over the tetanus pits in White Plume Mountain requires free narration for resolution (AD&D doesn't have any door-surfing mechanics), but I don't think playing out that sort of scene in that sort of way is some pinnacle of the roleplaying moment.This is something that is DEFINITELY less presented in 4e, and 3e as well, in comparison to earlier editions.
Both those editions focus on mechanical resolutions for encounters, as opposed to 2e's (and other games of that era) often showing examples in which situations were bypassed through non-mechanical - ie roleplaying - means.
I'm in full agreement with Mark CMG. I beleive that if RPGs are to survive, we need to move away from the fetishization of mechanics and focus on what seperates PNP RPGs from computer games - the wider range of available character inputs.
Everything from 4e except Essentials.Anyway, what would you want to see tossed into the toolbox used to make 5e, what would you want to see removed?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.