Wacky weapons and equipment such as double-ended swords, spiked chains, glowsticks and gluebags.
Classes which lack a solid fantasy archetype (e.g. mystic theurge, warlord).
Races which aren't classic fantasy enough to belong in every D&D world (e.g. warforged, dragonborn).
Heavy orientation towards use of miniatures to resolve combat.
Statements about the implied setting which don't apply in many worlds (e.g. such and such race is from an empire, the god of jails is evil for some reason without specifying what setting is being referred to etc).
In fact, looking at that list, it boils down to "don't pollute D&D's core with stuff that harms it's ability to conveniently act as a cliched sword & sorcery fantasy world toolkit.". That's what people use the game for in many cases, despite all the obstacles that the core rules may place in the path of that goal.
And I hope they don't hold strong archetypes such as Druid and classic monsters like Frost Giant to ransom. It doesn't make people feel like staying tuned for the next book where they might get what they expected to be in there by default - it just makes them make a snap judgement that this is an incomplete game, missing some of their favorite material. From that point it's easy to walk away from the game to an edition that offers value for money.
Also, rules to make monsters and traps to challenge parties of a certain power level, and maybe guides for designing spells and magic items as well should probably be in the DMG. When people get to make their own material they become personally invested in the game, and at this point I think the DIY hobbyist-enthusiast aspect of the game could do with some resuscitation and help. A 32 page mini-setting like Thunder Rift would be on my wishlist to go in there too, to renew the "common experience" aspect of the game.
Okay I'm done.
Classes which lack a solid fantasy archetype (e.g. mystic theurge, warlord).
Races which aren't classic fantasy enough to belong in every D&D world (e.g. warforged, dragonborn).
Heavy orientation towards use of miniatures to resolve combat.
Statements about the implied setting which don't apply in many worlds (e.g. such and such race is from an empire, the god of jails is evil for some reason without specifying what setting is being referred to etc).
In fact, looking at that list, it boils down to "don't pollute D&D's core with stuff that harms it's ability to conveniently act as a cliched sword & sorcery fantasy world toolkit.". That's what people use the game for in many cases, despite all the obstacles that the core rules may place in the path of that goal.
And I hope they don't hold strong archetypes such as Druid and classic monsters like Frost Giant to ransom. It doesn't make people feel like staying tuned for the next book where they might get what they expected to be in there by default - it just makes them make a snap judgement that this is an incomplete game, missing some of their favorite material. From that point it's easy to walk away from the game to an edition that offers value for money.
Also, rules to make monsters and traps to challenge parties of a certain power level, and maybe guides for designing spells and magic items as well should probably be in the DMG. When people get to make their own material they become personally invested in the game, and at this point I think the DIY hobbyist-enthusiast aspect of the game could do with some resuscitation and help. A 32 page mini-setting like Thunder Rift would be on my wishlist to go in there too, to renew the "common experience" aspect of the game.
Okay I'm done.
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