KidSnide
Adventurer
I think the key feature that WotC needs to work back into D&D is the customize-ability that 3.x had. I think that one of the greatest strengths of 3.x was the ability to modify the rules to create something that was a little different than core D&D. The 4e rules might not be so bad, but the combination of the licensing restrictions and electronic tools that don't support custom content really restrict the usefulness of the 4e system.
I would also like the WotC designers to identify the core assumptions that differ within the gaming community and design optional rules that cater to those different assumptions. Positive examples from 4e are the inherent bonus and alternative rewards rules. That's a nice way of adjusting the rules for a campaign where treasure and items are not a primary goal. I think the designers need to identify a few other important assumptions that vary from group to group. Some examples:
- Does the game typically have multiple encounters per day, or are most combats the only fighting encounter of the day?
- How much of the campaign is taken up by non-tactical combat activity? (...and is there a way to insert appropriate sub-systems to help resolve such activity?)
- Does the group want grid-based combat or something faster and less tactical?
- How big are the battlemaps? (The dining room table stays the same size, but the game leave the grid for semi-tactical combat on a larger scape.)
-KS
I would also like the WotC designers to identify the core assumptions that differ within the gaming community and design optional rules that cater to those different assumptions. Positive examples from 4e are the inherent bonus and alternative rewards rules. That's a nice way of adjusting the rules for a campaign where treasure and items are not a primary goal. I think the designers need to identify a few other important assumptions that vary from group to group. Some examples:
- Does the game typically have multiple encounters per day, or are most combats the only fighting encounter of the day?
- How much of the campaign is taken up by non-tactical combat activity? (...and is there a way to insert appropriate sub-systems to help resolve such activity?)
- Does the group want grid-based combat or something faster and less tactical?
- How big are the battlemaps? (The dining room table stays the same size, but the game leave the grid for semi-tactical combat on a larger scape.)
-KS