D&D General What Do You Hope to See with 7e?

Retreater

Legend
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
 

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payn

Legend
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Short of some really big evolutions in game design that result in a similarly large shift in the what folks in the RPG community demand out of games, I don’t foresee D&D making another major change like 2e to 3e, 3e to 4e, or 4e to 5e. I think they want to move more towards what we see with, for example, Call of Cthulhu, where a new edition may mark some small changes, but the fundamental system remains largely the same. So, while I have some of the same preferences with regards to bringing back some of 4e’s stronger ideas, I just don’t anticipate it happening.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
I do think this would be ideal. The game they originally pitched with D&D Next really sounded like the best possible version of D&D, embracing the DIY spirit of the early game and making it more of a toolbox for creating the game you and your group want to play, rather than trying to unify the D&D playing experience across different groups. Unfortunately, I don’t think that approach lends itself as well to what WotC wants to do with the game.
 



UngainlyTitan

Legend
Supporter
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
With all due respect and as much as I loved 4e I do not see it happening. The best you can hope for is as @payn said above
I'd like to see another shot at modularity. I dont mean using feats or ASIs. I mean, a way to dial down to an OSR experience and all the way up to grid based tactics. A lot of stuff in the OP, but not hard baked in as the standard. A pipe dream I know, but thats what I want.
I would also like to see another shot at modularity.

As to @Retreater's list.
Minions are doable in the current ruleset with out much difficulty.
By the "Bloodied condition" I presume that you are actually referring to mechanics triggering on the bloodied condition.

I think that reworking healing off hit dice could allow for healing surge like mechanics. It is kind of frustrating in that it is almost there but not.
That may well be a viable expectation. Not so sure about the rest and I could live with out them. I liked the new Vecna design as an alternative way to design a solo with out use of legendary actions.


For low level survivability I would just start at level 3.

I would like to see a travel mechanic like the one in 'Adventures in Middle Earth" and some detailed advice (with examples) of constructing a skill challenge like mechanics for social or exploration purposes.
 

HammerMan

Legend
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I am still holding some hope
Basically, my list is wanting to add more 4e design elements into the game.
4e with some 5e innovation worked in and MUCH better go math (still front load but way less) sounds like a perfect edition to me
 

Lanefan

Victoria Rules
Since we know the next iteration of D&D is going to be a slight update from the 2014 game, the big issues that we might have with the game are not going to be addressed.
I’m wondering what “big” changes you'd like to see in the game if/when they decide to make significant revisions.
  • Minions
  • Bloodied condition
  • 4e-style healing surges
  • Niche protection for classes
  • Monsters that have defined roles (leader, soldier, striker, etc.)
  • More survivable low-level characters
  • Meaningful positioning/flanking
Basically, my list is wanting to add more 4e design elements into the game.

What would you like to see in a new edition?
Of these listed: only bloodied, niche protection, and meaningful positioning work for me.

For the rest, I'd rather see much the opposite. Minions and many other 4e monster-design elements are IMO awful, in that they sacrifice internal setting consistency on the altar of pure gamism. Healing surges just add to the problem of there already being too much healing available in the game. And I'd prefer to see the game become generally more lethal rather than less, if 5e is the baseline for comparison.

What would I like to see in a strip-it-to-the-studs new edition? On a broad scale:

--- true zero-to-hero play, where a 1st-level character is only a small step up from a commoner and a 2nd-level character is that same small step up from a 1st-level
--- magic be made risky and dangerous, casting easy to interrupt, wild magic surges possible, etc.; and no at-will spells or cantrips - this all to rein in the casters in comparison with the martials
--- greater granularity all round, which by default means less reliance on unified mechanics and more discrete subsystems for different tasks/purposes
--- greater emphasis on resource management, "resources" here including gear, rations, hit points, spells, and so on
--- fewer classes, each with more obvious strengths and weaknesses and all with strong niche protection; no single character can be good at everything, instead every character is very good at something and rather bad at a lot of other things
--- multiclassing exists but is always a "sub-optimal" choice - and clearly labelled as such
--- fewer PC-playable species, there's a few dozen too many in 5e
--- fast and easy character generation if a players goes with the suggested defaults (presented in the PH) for a given class; though more complex generation can be available should a player want it, the intent is that focus shifts sharply away from the "character build" aspect of the game in favour of the play-at-table aspect
--- a strong underlying design philosophy that says "for every benefit there must be a corresponding penalty or drawback somewhere else"; and yes, among other things this specifically means species-based penalties to some stats to cancel off the bonuses they get elsewhere
--- a body-fatigue or wound-vitality hit point system, complete with viable and logical long-term injury or incurability rules

EDIT to add:

--- more emphasis on downtime and non-adventuring activities e.g. training, stronghold/guild/temple construction, travel, etc.

Howzat? :)
 



Lanefan

Victoria Rules
Also, let's go back to Basic and Advanced sets and bridge them up proper this time.

Basic is where all the simplicity and low power stuff live.

Advanced is where the fun stuff is stored.
Agreed except I'd tweak the descriptors a bit:

Basic is where all the simpliicity and fun stuff live. It's all anyone needs.

Advanced is where the high-powered stuff is stored. No-one needs it, but it's there for those who want it.
 



CleverNickName

Limit Break Dancing
"STOP CALLING IT A NEW EDITION!"
-Wizards of the Coast, 2022

I'm happy with the current edition; it is pretty much everything I ever want from D&D. And for all of the minor things that I would like to see from older editions, I still have those older editions. (Why OSR, when you can just OS?) But in the spirit of this thread,
if none of this were the case, and
the next edition is called "sixth edition," and
if I still wasn't happy playing an older edition:

1. I'd want only four classes (Fighter, Mage, Priest, and Sneak). Subclasses, prestige classes, multiclassing, and all that jazz would be replaced with a modular system. Divide up all of the class features like Sneak Attack and Rage and Turn Undead, and put them into long chains of Perks that the player chooses from at every level, Diablo 2-style.

2. I'd also want to scrap spell slots, spell levels, and all that stuff, and use a new Mana system. It wouldn't be that difficult; spells have a level requirement (or a Perk requirement) and mana cost, done. Fireball unlocks if you have the Elemental Magic --> Fire Magic perks, and costs 9 or more MP. The more MP you spend, the more powerful the spell.

3. I'd want them to call it something else. As I'm sure everyone in this thread is about to inform me, this game would no longer "be" Dungeons & Dragons. And I'm okay with that. I don't need it to have that particular name, and in a lot of ways it's better if it doesn't--it might keep a lot of preconceived notions and expectations in check, at the very least.
 
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TwoSix

Unserious gamer
Ideally, I'd like to a synthesis of a couple different strands of modern RPG play fused together and made as palatable as possible for a broad audience of competing play priorities.

-Focus on Neotrad/"OC" play, where the goal of play is making strongly differentiated characters via character building options, and then performance/demonstration of those choices in play.

-Updating the "generic setting" of play to be more Renaissance/magitech oriented. Defaults to brighter/optimistic tones, can be grim, edgier and more challenge-based, but generally not gritty and ugly.

-Demonstrate character capability by making combat encounters the primary challenge locus of play. Less frequent but more intense combat, rather than "6-8 encounters per day".

-Weave in OSR/NSR sensibilities by moving progression from character build to diegetic character progression. Have progress be transformational, rather than evolving pre-selected capabilities.
 

Haplo781

Legend
Short of some really big evolutions in game design that result in a similarly large shift in the what folks in the RPG community demand out of games, I don’t foresee D&D making another major change like 2e to 3e, 3e to 4e, or 4e to 5e. I think they want to move more towards what we see with, for example, Call of Cthulhu, where a new edition may mark some small changes, but the fundamental system remains largely the same. So, while I have some of the same preferences with regards to bringing back some of 4e’s stronger ideas, I just don’t anticipate it happening.
It can happen. You have to start by introducing the mechanics as optional, then if they prove to be popular you make them core due to demand (feats). If they don't, you make them core because you're disappointed that not enough people were using them (inspiration).
 



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