Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What direction do you want to see D&D 5e go?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mouseferatu" data-source="post: 6368259" data-attributes="member: 1288"><p>I want to see a focus on <em>different</em> rather than <em>more</em> (though the former can also include the latter, of course).</p><p></p><p>What do I mean?</p><p></p><p>I want new subclasses to feel substantially different from those we have, rather than just a slight tweak. Not so much as to violate the class archetype, of course, but close. If someone is playing a hypothetical cavalier-subclass fighter, or warmage-subclass wizard, or wrestler-subclass monk, or whatever, I want it to be a notably different experience. I want to be able to see, in play, in the span of <em>one session</em>, that there's something different about Bob's new fighter to anything I'm familiar with from the PHB.</p><p></p><p>I want theme books, as others have said, everything from horror to S&S to specific cultures. Each one should have theme/culture-specific rules and options--subclasses, spells, feats, maybe occasionally a new class--and they should all <em>feel different in play</em>, not just get to the numbers via a different route.</p><p></p><p>I want rules for alternate types of campaigns--ruling domains and building kingdoms; epic games that are vastly different from earlier play, as opposed to just higher numbers; something like the old immortals rules, including how to play a pantheon who's building a new world.</p><p></p><p>I want classic settings reborn, and I want them to focus on what's <em>different</em>. Play up, to almost ludicrous levels, what makes FR different from Greyhawk. Keep Eberron's unique cosmology.</p><p></p><p>Publish adventures of different sorts. If two dungeon crawls come out in a row, something's gone wrong. Do dungeons, yes. Do exploration. Do political intrigue. Do espionage. Do mountainous. Do aquatic. Do planar. Introduce new subsystems in the adventures, if that's what's necessary. If you want to do a big wartime adventure, like Red Hand of Doom, include mass combat and victory condition rules.</p><p></p><p>I realize there has to be <em>some</em> degree of "more of the same." People want classic-style modules of different levels. People are fans of settings that aren't really that different. I get it.</p><p></p><p>But beyond the bare minimum of that, give me a new and exciting reason to pick up <em>each and every</em> new release. Something that I <em>could not get</em> from simply extrapolating further on the numbers and options that are already out there.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 6368259, member: 1288"] I want to see a focus on [I]different[/I] rather than [I]more[/I] (though the former can also include the latter, of course). What do I mean? I want new subclasses to feel substantially different from those we have, rather than just a slight tweak. Not so much as to violate the class archetype, of course, but close. If someone is playing a hypothetical cavalier-subclass fighter, or warmage-subclass wizard, or wrestler-subclass monk, or whatever, I want it to be a notably different experience. I want to be able to see, in play, in the span of [I]one session[/I], that there's something different about Bob's new fighter to anything I'm familiar with from the PHB. I want theme books, as others have said, everything from horror to S&S to specific cultures. Each one should have theme/culture-specific rules and options--subclasses, spells, feats, maybe occasionally a new class--and they should all [I]feel different in play[/I], not just get to the numbers via a different route. I want rules for alternate types of campaigns--ruling domains and building kingdoms; epic games that are vastly different from earlier play, as opposed to just higher numbers; something like the old immortals rules, including how to play a pantheon who's building a new world. I want classic settings reborn, and I want them to focus on what's [I]different[/I]. Play up, to almost ludicrous levels, what makes FR different from Greyhawk. Keep Eberron's unique cosmology. Publish adventures of different sorts. If two dungeon crawls come out in a row, something's gone wrong. Do dungeons, yes. Do exploration. Do political intrigue. Do espionage. Do mountainous. Do aquatic. Do planar. Introduce new subsystems in the adventures, if that's what's necessary. If you want to do a big wartime adventure, like Red Hand of Doom, include mass combat and victory condition rules. I realize there has to be [I]some[/I] degree of "more of the same." People want classic-style modules of different levels. People are fans of settings that aren't really that different. I get it. But beyond the bare minimum of that, give me a new and exciting reason to pick up [I]each and every[/I] new release. Something that I [I]could not get[/I] from simply extrapolating further on the numbers and options that are already out there. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What direction do you want to see D&D 5e go?
Top