There are a lot of areas that 5e screwed up due to the 70% threshold like setting mayb to make lfqw invert with accelerating spreads as levels progress fondue to building for no feats no magic items, making tactical components that are hostile to the very concept of grid based tactical gameplay, setting ac so low that fights turn into mindless slogs beating on giant bags of hitpoints, or total lack of subjective elements. While making optional components to correct that kinda stuff, wotc might as well do it in ways that lean into or use other options like he mentioned tooCelestial Warlock and 4 Elements Monk never appeared in any edition of D&D.
Are you saying D&D can't have new things?
Are you saying that D&D should not explore crunch element fans have criticized in the past?
Are you saying that D&D should not explore crunch elements from other IP?
One hilarious thing is how there is a huge or at least very vocal group of the community who wants high magic low fantasy gameplay. Lots of villainous humanoids with minor shaman and mage backing and less monsters.There are a lot of areas that 5e screwed up due to the 70% threshold like setting mayb to make lfqw invert with accelerating spreads as levels progress fondue to building for no feats no magic items, making tactical components that are hostile to the very concept of grid based tactical gameplay, setting ac so low that fights turn into mindless slogs beating on giant bags of hitpoints, or total lack of subjective elements. While making optional components to correct that kinda stuff, wotc might as well do it in ways that lean into or use other options like he mentioned too
I'm not a fan of overly reductive explanations like this. I think that 2008 was less about the market that they pursued and more about a diverse host of other factors: e.g., play-testing, public input, publishing time table, marketing, electronic tools failures, etc.In 2008, they pursued the wrong market. Now they actually use big data.
I agree with you that a more complex equipment section would be fun.One hilarious thing is how there is a huge or at least very vocal group of the community who wants high magic low fantasy gameplay. Lots of villainous humanoids with minor shaman and mage backing and less monsters.
But the weapons, armor, items, and tactics elements are so bare bones and unsupported that you really can't do "Orcs stole the McGuffin. Clear out the base they made in the old tower and bring it back.". You have to throw in giant spiders or devils or go Fulll on Combat as War because all orcs can do is swing or throw axes and spears vs AC for a damage roll by default.
However, I disagree with you about the Orc Tower! First of all, that seems like a perfect dungeon, full of traps and exploration challenges. Also, the MM has a number of NPC stats that could easily be orcs: mages and bards and thugs and such. Furthermore, the Time of Foes includes stats for even more varieties of Orcs, including spellcasters!
I still disagree. Even if you don't use magic, including traps, locked porticullis, tactics, roleplay opportunities, hostage negotiations, etc etc etc are all things D&D supports and turns your "axe vs AC" into a fun and interesting experience.That's my point though.
You have to load your tower with magic users to make it interesting because the weapons and armor side is bland.
There are many tabletop and video games that up the tactical and strategic choices of different weapons and armor. Including older editions of D&D.And this isn'teven adding crazystuff.
Things like Flails ignore shields, Axes break shields or crit for more, or Plate being better vs slashing but worse vs bludgeoning.
Butin 5e, you have to load every enemy force with casters and tamed monsters to not bore your players..
A lot of that isn't combat. The issue is that once iniative is rolled, the combat is very bland without magic or crazy monsters. The outside of combat stuff just hides it. And moving the Outside of combat stuff to inside of combat can trivalize combat fast. Especially because of how bland the base system is. You can't stick a trap or major hazard naturally in the middle of every room.I still disagree. Even if you don't use magic, including traps, locked porticullis, tactics, roleplay opportunities, hostage negotiations, etc etc etc are all things D&D supports and turns your "axe vs AC" into a fun and interesting experience.
Has D&D ever really served this purpose? Has it ever really been a tactical combat simulator?A lot of that isn't combat. The issue is that once iniative is rolled, the combat is very bland without magic or crazy monsters. The outside of combat stuff just hides it. And moving the Outside of combat stuff to inside of combat can trivalize combat fast. Especially because of how bland the base system is. You can't stick a trap or major hazard naturally in the middle of every room.

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