D&D 5E Volo's 5e vs Tasha's 5e where do you see 5e heading?

You’re safe! 5ed has a credo about letting DM adapt the game to suit their needs.
UA and DM guilds provide enough free or budget wise material to fill any Variant needs.
I am fine. I'm thinking about all the New DMs who don't know the ins and outs of the game.
 

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It's not that hard to make a new chart of weapons and armors. That's the easy module WOTC could produce that in an hour.
You appear to have missed my point: adding a bunch of weapons to the 5E list is meaningless without a more granular, detailed system to differentiate those weapons. AD&D had a significantly more detailed approach to weapons (not that anyone ever actually used it) that made a list of a dozen different polearms worth having. 5E's system as it is differentiates weapons by damage, handedness, simple reach and a handful of other traits -- none of which are going to make it worth listing polearms separately by era or nation of origin.
 

I am fine. I'm thinking about all the New DMs who don't know the ins and outs of the game.
And new DMs are burning out from too much content? Or running out of content that they want? Or somehow simultaneously both?

I just don't see either of those two extremes happening anytime soon in broad trendlines of the game.
 

I am fine. I'm thinking about all the New DMs who don't know the ins and outs of the game.
I was impressed by the latest data on players age that we see recently.
I’m amaze that young people that grew up with Marvel and Harry Potter movies, while having a phone in their hand, find some appeal in DnD. But I have to conclude that they build an accessible product that seem to satisfy people with various age and interest.
 

It's not that hard to make a new chart of weapons and armors. That's the easy module WOTC could produce that in an hour.
But also unnecessary. In game terms is there really a difference between a longsword and a katana? Do we really need 20 different types of polearm? In my game the monk has shurikens that are functionally darts.

If the only difference between weapons is fluff, just change the fluff. If you want more granular weapons you need to add additional complexity most people don't want and would take far more than an hour to get right.
 

I am fine. I'm thinking about all the New DMs who don't know the ins and outs of the game.
My nephew is going to start DMing soon and one thing I suggested he consider is using just the base rules at first (at most the core 3) and run it pretty close to the rules. New DMs can easily be overwhelmed if there are too many options. Let them get past apprentice level DMs and then they'll be able to figure out what they want to add.
 

You appear to have missed my point: adding a bunch of weapons to the 5E list is meaningless without a more granular, detailed system to differentiate those weapons. AD&D had a significantly more detailed approach to weapons (not that anyone ever actually used it) that made a list of a dozen different polearms worth having. 5E's system as it is differentiates weapons by damage, handedness, simple reach and a handful of other traits -- none of which are going to make it worth listing polearms separately by era or nation of origin.
That's why a replacement module.
 



I'd argue that choosing what NOT to include in your game is far more important than choosing what TO include. Otherwise we'll all be playing fantasy kitchen sink. Now, some games WANT a Chalmun's Cantina in Mos Eisley Spaceport feel to their setting.
Without a doubt, Marandahir. Any artist will affirm that what is left out can be as vital as what is introduced. It is the Mos Eisley quality of some popular depictions of D&D that led my latest campaign to be set in 1581 Elizabethan England with the fantastic slowing encroaching in upon the world through the Feywild. It has been fun to DM.
 

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