D&D 5E What Does the Game Need Now?

It's funny how two people can play the same game and like it for diametrically opposed reasons. All the things you list are the things that I'd like to see less of. :-)

Speaking of which... what the game needs is the damn modules that they promised during the playtest, that you could use to tweak the game into different playstyles.

Tactical Combat Module: way more elaborate grid rules (facing!); special moves (disarm! defensive attack!); techniques (Florentine!); +2/-2 modifiers (oh the heresy! cover your children's ears!)
Social Intrigue Module: concrete moves for influencing NPCs; social standing, social statistics; rich NPC attitudes; faction statistics; influence/favor tracking; PC-controlled factions; headquarters
Narrative Storytelling Module: scene framing; aspects; narrative control; story consequences; personality mechanics; story XP; rotating DMs; DM-less play
Epic Level Module: 10th-level spells; ginormous monsters; legendary items; exotic planar locales with special rules; ascension to godhood; power to change whole worlds; gonzo mode
Super Simple Module: Races, classes boiled down to their essentials; gutted skill, spell, equipment systems; many concrete moves replaced with better guidelines for improvised actions; still compatible with the MM in terms of math

Modules like this would:
- Retain players who like very different styles than default 5E ("Instead of converting Curse of Strahd into Savage Worlds, let's just run it with the Super Simple Module")
- Telegraph table/DM style to other players ("I'm running Ebonclad, a thieve's campaign, but with the Social Intrigue Module because I love that stuff")
- Introduce long-time players, who might be getting a little bored, to some new ideas ("Hey, for our next campaign, why don't we try some of this Narrative Storytelling stuff?")
- Inspire 3rd-party publishers to create supplements that work with specific modules ("100+ Epic Spells! For use with the Epic Level Module")

Modules like this carry some risks.
1. They fragment the player base ("Oh, this is a Tactical Combat Module table? No thanks."). I'm really not sure that that's any worse than just having people go play other RPGs.
2. Certain modules become sooooo popular that they are de-facto rules bloat ("Of course we're using the Social Intrigue rules, why wouldn't we be? I mean I don't expect to it to come up that often, but you better read that whole book in addition to the PHB, just in case."). I don't have a good solution for this, other than to make the modules focused and targeted enough that it becomes obvious that they aren't suited for all campaigns. A module that becomes super popular could also be helpful in determining the direction of 6E.
3. The use of modules is so successful that it drives people away from other RPGs ("Well I'd really like to run FATE but it's just so much easier to find players willing to play D&D with the Narrative Storytelling Module."). I'm skeptical that this would actually occur. I suspect instead it would be a gateway to other RPGs ("So FATE is like Narrative Storytelling Super Simple D&D, but with less math.").
4. A particular module might be a dud and not sell well. I think Wizards could probably avoid this because their marketing research department is an absolute machine.
 
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More DMs.

Professional DMs. Highly paid.

Edit: Oh, and a low-magic setting. Not Burning Sun...that's just replacing magic with other exoticness. Just a simple, single-planet, single-plane setting with good guys and bad guys and dungeons.

Fwiw, adventures in middle esrth is quite low magic fitting with the tolkien theme. Also Joan of afc for 5e is due to come out and it should have a largely historical 100 years war period take on the system.
 

I think I'm rowing in a different boat from most folks on ENWorld. There are already more monsters and character options than I'll likely ever use. There are more adventure paths than I have time to get through and lots of great third-party adventures. I have enough material that I can play for years without buying another 5e product.

What I would REALLY love to get and what would make me buy new adventures is if they would release a boxed set of battlemaps and an minis that would have everything I need to run all major encounters in an adventure at the table. These could easily be repurposed by homebrewers and may even be of interest as general toys.

Especially welcome would be shorter adventures or one-off adventures. Have a boxed set with 6-12 hour adventure, all the battlemaps and all the minis (or even just round cardboard tokens with nice art).

The other thing that would get me to open my wallet would be a good D&D video game that can be played on a console.

Honestly my favourite thing would be a deluxe adventure supplement. They have themed wizkids minis now, but randomised and limited.

Id love a boxed product i could buy along with an adventure path that had all sorts of cool accesories. Painted minis, maps, handouts etc. I play with adults who i think would be happy to pitch in for that kind of stuff over the course of a campaign
 

Man, rather than that, I'd practically kill for a turn-based D&D game.

Waterdeep: Tyranny Rising...
Evil has come to Waterdeep as rumours surface of one of the masked lords consulting with Demons. But which one? It falls to a few daring adventurers to find out before it is too late..
 


I would like to see them make a good, solid, readable set of rules for Adventurer's League (or Encounters 2 or whatever they call the similar system). Currently it's a pain to get into AL as it's hard to find the current version of the basic rules and when you do find them they are written with the idea that you're already familiar with what they are. And the base rules aren't complete, there's a bunch of extra rules that can 'trap' your character if you play in specific chains of adventures or settings that you might not find out about until much later. And the rules change radically each season, often without a whole lot of rhyme or reason. (For example, the current season has decided that PCs never loot gold or valuables, and that they only ever get small sums of money from leveling up). Also they essentially require metagaming, for example if you want to play through the entire Mad Mage super dungeon recently released you have to choose the slow advancement option and find a DM willing to game the rewards system by doing 2:59 length sessions for award purposes. (If you don't, you'll outlevel parts of the dungeon and be unable to play them).

I think the concept is great, but the execution is really off-putting to new players.
 

Honestly my favourite thing would be a deluxe adventure supplement. They have themed wizkids minis now, but randomised and limited.

Id love a boxed product i could buy along with an adventure path that had all sorts of cool accesories. Painted minis, maps, handouts etc. I play with adults who i think would be happy to pitch in for that kind of stuff over the course of a campaign

Beadle and Grimm's has one for you for Waterdeep: Dragon Heist. It will only cost you $500.
 

I'd like more 'module' type site-based adventures I can drop into an ongoing campaign. Currently the only official ones are the conversions in Tales From the Yawning Portal, plus arguably Lost Mine of Phandelver. I'd like more stuff along the lines of In Search of the Unknown, Keep on the Borderlands, Isle of Dread & Castle Amber.
 

And finally. I'd love to see adventures for 5 e set in the feywild and in shadowfell. Also the elemental planes and the outer planes

Me too! Try Riddle of the Raven Queen for the Shadowfell and The Lich Queen's Begotten for the Astal in the mean time, they're both on the DMsguild and very good.

Also, there's a little bit of something somethig hidden in DotMM but I'll say no more....
 

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