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What does 5E NEED
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<blockquote data-quote="Staffan" data-source="post: 6559080" data-attributes="member: 907"><p>In the short term (1-2 years), I would like to see about equal focus on adventures, setting material, and rule crunch - somewhat more on adventures, somewhat less on rule crunch. The rule crunch could in turn be split into about equal amounts of monsters and player crunch.</p><p></p><p>Long term, I would de-emphasize the crunch bits - after the PHB, some things would be low-hanging fruit (e.g. more subclasses, particularly cleric domains and sorcerer origins), but investing in this area would definitely bring diminishing returns. Similarly, more monsters are fun, and the game could definitely use some filling out at higher levels as well as some care taken to look at the spells that conjure monsters and make sure that they have options available for them. But there are definitely diminishing returns there too, and I'd like to see them avoid the "box-checking" of old when it comes to planar beings ("OK, so we have devils in Hell and demons in the Abyss... let's add daemons in Hades, and demodands in Tartarus, and...). Perhaps the first (or second) year should have both a Monster Manual and an Unearthed Arcana book, and then they could alternate every other year.</p><p></p><p>I would also gradually go to more setting material and fewer adventures. I think the need for adventures is the greatest at the start of an edition, mostly to serve as examples of "here's how to do it" and to build up a small library of good ones. But once DMs get their feet under them, setting material is more useful to them as inspiration for making their own adventures.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6559080, member: 907"] In the short term (1-2 years), I would like to see about equal focus on adventures, setting material, and rule crunch - somewhat more on adventures, somewhat less on rule crunch. The rule crunch could in turn be split into about equal amounts of monsters and player crunch. Long term, I would de-emphasize the crunch bits - after the PHB, some things would be low-hanging fruit (e.g. more subclasses, particularly cleric domains and sorcerer origins), but investing in this area would definitely bring diminishing returns. Similarly, more monsters are fun, and the game could definitely use some filling out at higher levels as well as some care taken to look at the spells that conjure monsters and make sure that they have options available for them. But there are definitely diminishing returns there too, and I'd like to see them avoid the "box-checking" of old when it comes to planar beings ("OK, so we have devils in Hell and demons in the Abyss... let's add daemons in Hades, and demodands in Tartarus, and...). Perhaps the first (or second) year should have both a Monster Manual and an Unearthed Arcana book, and then they could alternate every other year. I would also gradually go to more setting material and fewer adventures. I think the need for adventures is the greatest at the start of an edition, mostly to serve as examples of "here's how to do it" and to build up a small library of good ones. But once DMs get their feet under them, setting material is more useful to them as inspiration for making their own adventures. [/QUOTE]
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