I've noticed that everything I don't like about WOTC D&D is something with metagame motives behind it. This goes from the art direction, to the new FR, to categorizing classes and monsters, to the blurring of supposedly mundane abilities and spells, to awkward stuff like healing surges, and balanced yet boring magic items etc. etc.
I'm noticing early signs of the same rot in the prep for 5E. My 2 cents to the designers is that you don't put a leprechaun in an adventure because it's a "glass canon solo spelluser", but because leprechauns are cool, and appropriate to the adventure plot as an antagonist in this case. Likewise, it doesn't matter if survey says posing heroes art direction sells books, when in doing so no-one can visualize the D&D world past all the mugging for the camera.
Anyway, a paradigm shift is needed IMO. The same design that would make a good Song of Blades & Heroes, Talisman or Magic: The Gathering does not a good D&D make, when brought to it's logical ends.
I'm noticing early signs of the same rot in the prep for 5E. My 2 cents to the designers is that you don't put a leprechaun in an adventure because it's a "glass canon solo spelluser", but because leprechauns are cool, and appropriate to the adventure plot as an antagonist in this case. Likewise, it doesn't matter if survey says posing heroes art direction sells books, when in doing so no-one can visualize the D&D world past all the mugging for the camera.
Anyway, a paradigm shift is needed IMO. The same design that would make a good Song of Blades & Heroes, Talisman or Magic: The Gathering does not a good D&D make, when brought to it's logical ends.