D&D General What Product Do You Wish They Sold For D&D

I have no idea what point you are trying to make, since you opened your example with something that imposes a condition and then had one of your characters use a readied action.

I mean, what exactly is different between 5e as written and that example, other than you not liking to have to remember "Dex Save" versus Reflex Save"?
In Next Edition and my example:
  • Conditions don't need to be codified.
  • Reactions aren't needed- Readied actions are close enough.
  • Characters shouldn't move in discrete units.
  • PCs can be rewarded for making their own combat interesting with Advantage, Disadvantage, and Inspiration.
  • Combat is more tactical than "I hit and do X damage," to address your earlier concern.
 

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In Next Edition and my example:
  • Conditions don't need to be codified.
  • Reactions aren't needed- Readied actions are close enough.
  • Characters shouldn't move in discrete units.
  • PCs can be rewarded for making their own combat interesting with Advantage, Disadvantage, and Inspiration.
  • Combat is more tactical than "I hit and do X damage," to address your earlier concern.
Not codifying conditions is just going to lead to uncertainty and confusion. It will make running combat harder, not easier.

One could make the same argument about readied actions: if you have a working Reaction system you don't need readied actions.

I agree that discrete units aren't necessary. Hell, I don't even think positioning is necessy (JRPGs do fine without it).

Tactical depth comes from having options. If you don't have options you can't have tactical depth. Now a particular GM can say "you have all the options in your imagination and I will adjudicate them" and that's fine for a given table with trusted and trusting participants, but it's insufficient, I think, for the game system in general.
 

Core Rules 3.0

Yes, I know there are tons of services out there like D&D beyond, but I want an offline compendium where I can create PCs, NPCs, encounters, maps hyperlinked to those encounters, etc.
I’d settle for the functionality you describe in ddb.
I tried 5e and then stopped because magic is rampant in the system. Therefore, I would love to see a "low magic" splat book released which provides guidance on how to reconfigure the game to strip away much of the magic in the game but maintain balance between the classes (a futile endeavor I'm sure).

Playing a Conan/Hyborian Age or Fafhrd & the Gray Mouser style game is my ultimate goal and I wish D&D would provide a decent way of doing that.
SEe below;
Adventures in Middle Earth holders very close.
Yes! It’s the best low magic 5e D&D Ive seen.
I some nice mass combat rules. I can come up with my own, or use the UA ones, or a mish-mash of both. I am not entirely happy with those results though, and I haven't had the time, and frankly, the will to perfect them to my satisfaction.

Maybe having those more codified wouldn't make me happy either, but man, I would probably groove on the added ideas and options.
Yeah I’ve got a solid set of rules for running smallish mass combat, but going into full scale battle I usually just have the PCs involved in fights on player scale, and their rolls guide my narration of what happens around them.

Something more robust would be cool.
 

A intercompany crossover with Ranvenloft and Obsidian Apocalypse(by LPJ Design), Shadows over Vathak (by Fat Goblin Games), the Lost Citadel (by Green Ronin), Kaidan (Rite Publishing), Grim Hollow (Ghostfire Gaming) and Nighfell(Mana Project Studio).
 
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I want box sets for each setting they make a book for, that presents that setting as if it were its own 5e based game.

Present the optional rules for that setting as assumed, along with whatever DMG optional rules they think serve the setting, and present the whole thing with the assumption that the target audience will discover D&D through that box.
 

I want box sets for each setting they make a book for, that presents that setting as if it were its own 5e based game.

Present the optional rules for that setting as assumed, along with whatever DMG optional rules they think serve the setting, and present the whole thing with the assumption that the target audience will discover D&D through that box.
So rewrite the PHB for every setting?
 

Setting box sets, where each "booklet" is a full 256-page hardcover.

So the Spelljammer box set would contain a 256-page player's guide, a 256-page dungeon master's guide, and a 256-page adventure book.

Unreasonable? Yeah, probably. But if they released one per year, I think they would sell well.
 
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WISHlist....sure.

1. A resurrected Dungeon magazine, with 3-4 different power level adventures I can if into any campaign world. Compete with a fold out double sided battlemap poster of the two most interesting areas AND electronic versions of all the maps in the issue available to download.

2. A fully functional color e-ink display with a hinged middle and two letter sized displays so I can have my entire physical book library ( of every game ever) condensed into an easily readable portable format. Bonus points if the outer cover is also e-ink and could replicate the covers and spine of the book being replicated.

3. That DnD demo on the prototype Microsoft Surface to have been perfected, cheap, and readily available.
 

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