But we've always done that.Don't forget ability scores
Which is really just part of picking your race and has been around for a long time.subrace
Which is really part of picking your class, which is nothing new.class archetype
If you're a fighter yes, previously the fighter had precious little to choose from.maneuver
Which caster classes have done for quite some time.cantrips, spells,
Which we've always done.and equipment.
Most of those things we've done for years.
What's the point of a simple new edition if it's just as complicated as the last few?
but whats the fun of a simple edition?
Most of those things we've done for years.
Sure, it could be streamlined somewhat, but few of the things DDN asks us to do are new, nor particularly difficult.
What's the point of a simple new edition if it's just as complicated as the last few?
It's something that people have wanted (and have been unable to get) for over a decade.
While it has grown, that's expected. However, the point of the playtest is to well, playtest new ideas, and those can't be tested without being introduced in one of the various packets.Nor is any of this the end of the world. D&D has always been a rather haphazard game. But, you have to admit, each packet has introduced new subsystems, each one with it's own way of doing things.
Order is more easily implemented once you've figured out exactly what you want to have in the game.The system as it stands lacks a sense of order, and that's the next thing I'd like to see addressed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.