D&D (2024) What are the top 3 things, above all else, you want from One DnD?

That's what I hope for.

5e proved the "Everything is a subclass of something else" is unsatisfying or requires more work than should be expected from DMs..
I think Class minimalism and Subclass maximalism is a good approach, but I thinknitnwould have been good to see a few more Classes over the past decade.
 

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Wow. I just looked at 30 posts and seen 90% of the things being things I do not want or care less about fort he new edition. I'm guessing most people could be in the same boat.

I just want to fix the broken spells and feats (which may not be broken to some), make better adventures, and give me tools to make better adventures.
 



I think Class minimalism and Subclass maximalism is a good approach, but I thinknitnwould have been good to see a few more Classes over the past decade.
Class minimalism is fine. But sticking to "No new classes unless he setting requires it" was too far.

Wow. I just looked at 30 posts and seen 90% of the things being things I do not want or care less about fort he new edition. I'm guessing most people could be in the same boat.

I just want to fix the broken spells and feats (which may not be broken to some), make better adventures, and give me tools to make better adventures.
Well better adventure tools is on my Top 3.

Balancing current spells would be on my top 5.
 

(Bonus request added)

1) Make there be some functional reason for it to be worthwhile to actually play a human.
In another thread, I broke down the species compositions of all my recent campaigns on DDB. Most of these are short campaigns involving young players, a lot of them new. Among more than 70 characters, humans are by far the most popular choice of species. Amongst veteran players, if you you use feats humans have always been considered a strong choice. So if we give them additional advantages, won't they dominate even more?
 

Wow. I just looked at 30 posts and seen 90% of the things being things I do not want or care less about fort he new edition. I'm guessing most people could be in the same boat.

I just want to fix the broken spells and feats (which may not be broken to some), make better adventures, and give me tools to make better adventures.
For myself, I plan to do what I want since there is no way WOTC will.

I am pretty good with 5e overall. I would like grittier healing rules (believe they exist just have not used), a very basic weapon vs. armor matrix: -2, 0, +2. I can do that.

I plan to make light and resources “less easy.”

Not a big list. I would like some additional peseudo medieval arms and armor in more grounded artwork. Not happening so that is on me to find art for inspiration too.

I have some ideas about making spell casting a little more dangerous and costly (not a lot but noticeable) and like to hit for melee weapons to be keyed off some average of dex and str. A little more mad…

These are all idiosyncratic hang ups of mine so not a big market for them and they are not happening.

Lastly, money does not matter much and excitement about it and magic items is just not the same anymore. I don’t know a way to make treasure tied to experience again but that relationship used to spur us on…

In short, I need to do some work for my own game. I don’t have a lot of asks for the company. I’m fact other than pilfering a new rule here or there I am doubtful I will buy much “ONE.”

But I am hopeful they make some cool adventures—-shorter ones like yawning portal—-would be ideal! I might get a compilation like that.
 

I think Class minimalism and Subclass maximalism is a good approach, but I thinknitnwould have been good to see a few more Classes over the past decade.
Agreed. Class bloat was an issue with 3x and 4e, and I don't like adding a bunch of classes.

However, I think 5e swung too hard in the other way. Several character concepts, IMO, needed other base classes.

I do think that a key thing we're seeing in the playtest rules so far is a deliberate effort to future proof OneDnD, including making space for potential new classes. Consolidating spell lists to Arcane/Divine/Primal, unifying subclass progression, class groups, etc.
 

1) A new way to multiclass or, if kept the same, get lots of features out of level 1 to prevent just 1 or 2 levels dip in another class.

2) Less generic subclasses and more specific to certain settings (will not happen, but one can dream).

3) Rules to create a game still balanced around 1 or just 2 encounters per day.

Bonus to the wishlist: more love to other game pilars that are not combat.
 

Champion is the most popular character.

Probably the least popular for people on these forums, but a lot of new players take it so they don't have to worry about resources when learning to play.
I understand the idea, but I generally disagree with it. The notion that everyone has to start with a "simple" character (almost universally the fighter) is an overused trope IMO, one that I find insulting to new players. The fighter already has resources to track (Second Wind, Action Surge), so it's not like it's a new idea. With them moving away from short rest abilities, it wouldn't be that hard to play a "simple "fighter that can do extra damage X times per day, while a tactical player can choose more advanced options instead of damage.
 

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