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General Tabletop Discussion
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Toward a Theory of 6th Edition
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<blockquote data-quote="happyhermit" data-source="post: 7262645" data-attributes="member: 6834463"><p>Yeah, about all I see that they could do to address these things without making the game less useful to huge groups of people is to make the game a bit <u>more</u> flexible and modular, but even then you have to consider that one of the biggest criticisms of 5e is that it isn't focused and defined enough. There could be alternate or limited spell lists, limited class/subclass lists, more non-magical classes and guidelines to implement them, of course that doesn't actually require a new edition. Honestly, even a different class/subclass structure doesn't require a new edition, it could uses and/or add to the existing spell lists etc. and leave the vast majority of the mechanics completely unchanged.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 7262645, member: 6834463"] Yeah, about all I see that they could do to address these things without making the game less useful to huge groups of people is to make the game a bit [U]more[/U] flexible and modular, but even then you have to consider that one of the biggest criticisms of 5e is that it isn't focused and defined enough. There could be alternate or limited spell lists, limited class/subclass lists, more non-magical classes and guidelines to implement them, of course that doesn't actually require a new edition. Honestly, even a different class/subclass structure doesn't require a new edition, it could uses and/or add to the existing spell lists etc. and leave the vast majority of the mechanics completely unchanged. [/QUOTE]
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