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What's your ideal product release schedule over the next few years?
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<blockquote data-quote="Bacon Bits" data-source="post: 8254757" data-attributes="member: 6777737"><p>This is actually pretty good.</p><p></p><p>Planescape's difficulty is figuring out what to do because it feels so static. There's a billion factions, especially if you use the ones everyone actually remembers, and they're all built on embodiment of a philosophy so they don't really have goals. Portals just then make the setting confusing because who knows what's going on? It's like taking the World Serpent Inn and expanding it to a city. It's an idea, but in play it feels chaotic and like it's impossible to go backwards.</p><p></p><p>Spelljammer's difficulty is having this mode of transportation and then... kind of not really having a well-defined place to go. Spelljamming through the Astral Sea to reach other planes could be really interesting. Making planar travel require a special vehicle is a really interesting concept.</p><p></p><p></p><p></p><p>Honestly, I just want Psionics for Dark Sun. It's integral for that setting. I just want a set of rules to make psionics work for Dark Sun. That means I want something like a psionic background so that every character can start with a minor psionic power, a full psionicist class, a gladiator class, thri-kreen and muls. Oh, and half-giants need to not be just reskinned goliaths. I want DS to limit itself to the classes that were available in the 2e books, too. Indeed, I'd be happy if they dropped clerics entirely, too. The only reason they existed in 2e was because that game falls apart without certain divine magics, but they're not restricted to clerics anymore. However, I'm perfectly willing to just take the races and classes I want and make DS the way I want to run it.</p><p></p><p></p><p></p><p>I don't think they're going to go for 6e any time soon. Unless Hasbro pushes for higher D&D revenue -- which seems like a ridiculous idea since I believe 2020 has been the best year for D&D since the early 80s -- I don't imagine it will happen. I just don't think there's a business reason to do it, and new editions have always been created for business reasons.</p><p></p><p>I'd like to see:</p><p></p><p>1. I'd like to see a campaign setting nuts-and-bolts type of book that talks about how to design your own setting, what you really need, why points of light is an important style for classic D&D and the basic rules for that setting (#1 Post apocalyptic, #2 Vast untamed wilderness, #3 Weak NPC authorities), etc.</p><p></p><p>2. A races book that re-designs all the races from the PHB to bring them in line with the new designs. I'm half convinced that's the book the Feywild and Draconic races from UA are for.</p><p></p><p>3. Two adventures a year, <em>not</em> designed primarily for the AL space. Current adventures seem to be designed with the idea that you'll get magic items from the AL rules... so they don't put them into the adventure. And then the adventure itself doesn't tell DMs about that. The game is not fun without rewards, and I'm really dissatisfied with this "you don't need magic items" thing that the younger community has run with. Like if AL wants to take a existing modules and shape them for their market, they can do that themselves. The books need to be complete adventures, and that includes proper player rewards.</p><p></p><p>4. Here's what I want in 2024 for an anniversary: A compendium book with the custom monsters and magic items from the first 10 years of adventures. There's a lot of content there that's difficult to find unless you bought all those things on D&D Beyond. They could even have new content in it, too.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8254757, member: 6777737"] This is actually pretty good. Planescape's difficulty is figuring out what to do because it feels so static. There's a billion factions, especially if you use the ones everyone actually remembers, and they're all built on embodiment of a philosophy so they don't really have goals. Portals just then make the setting confusing because who knows what's going on? It's like taking the World Serpent Inn and expanding it to a city. It's an idea, but in play it feels chaotic and like it's impossible to go backwards. Spelljammer's difficulty is having this mode of transportation and then... kind of not really having a well-defined place to go. Spelljamming through the Astral Sea to reach other planes could be really interesting. Making planar travel require a special vehicle is a really interesting concept. Honestly, I just want Psionics for Dark Sun. It's integral for that setting. I just want a set of rules to make psionics work for Dark Sun. That means I want something like a psionic background so that every character can start with a minor psionic power, a full psionicist class, a gladiator class, thri-kreen and muls. Oh, and half-giants need to not be just reskinned goliaths. I want DS to limit itself to the classes that were available in the 2e books, too. Indeed, I'd be happy if they dropped clerics entirely, too. The only reason they existed in 2e was because that game falls apart without certain divine magics, but they're not restricted to clerics anymore. However, I'm perfectly willing to just take the races and classes I want and make DS the way I want to run it. I don't think they're going to go for 6e any time soon. Unless Hasbro pushes for higher D&D revenue -- which seems like a ridiculous idea since I believe 2020 has been the best year for D&D since the early 80s -- I don't imagine it will happen. I just don't think there's a business reason to do it, and new editions have always been created for business reasons. I'd like to see: 1. I'd like to see a campaign setting nuts-and-bolts type of book that talks about how to design your own setting, what you really need, why points of light is an important style for classic D&D and the basic rules for that setting (#1 Post apocalyptic, #2 Vast untamed wilderness, #3 Weak NPC authorities), etc. 2. A races book that re-designs all the races from the PHB to bring them in line with the new designs. I'm half convinced that's the book the Feywild and Draconic races from UA are for. 3. Two adventures a year, [I]not[/I] designed primarily for the AL space. Current adventures seem to be designed with the idea that you'll get magic items from the AL rules... so they don't put them into the adventure. And then the adventure itself doesn't tell DMs about that. The game is not fun without rewards, and I'm really dissatisfied with this "you don't need magic items" thing that the younger community has run with. Like if AL wants to take a existing modules and shape them for their market, they can do that themselves. The books need to be complete adventures, and that includes proper player rewards. 4. Here's what I want in 2024 for an anniversary: A compendium book with the custom monsters and magic items from the first 10 years of adventures. There's a lot of content there that's difficult to find unless you bought all those things on D&D Beyond. They could even have new content in it, too. [/QUOTE]
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