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5E Which three topics do you most want to receive official (WotC) treatment?

Which three do you most want to receive official WotC treatment?

  • Dark Sun

    Votes: 61 33.5%
  • Dragonlance

    Votes: 26 14.3%
  • Eberron - More Khorvaire (be it setting stuff and/or story arcs)

    Votes: 4 2.2%
  • Eberron - Beyond Khorvaire (Xendrik, Sarlona, etc)

    Votes: 8 4.4%
  • Exandria - more (WotC treatement of Tal'Dorei, other lands, story arcs, etc)

    Votes: 3 1.6%
  • Forgotten Realms - Campaign Setting book

    Votes: 17 9.3%
  • FR: Faerun regional book (any - list preference below)

    Votes: 7 3.8%
  • FR: Beyond Faerun - old lands (Maztica, Al-Qadim, Kara-Tur, etc)

    Votes: 10 5.5%
  • FR: Beyond Faerun - new lands (Anchorome, Osse, Katashaka, etc)

    Votes: 1 0.5%
  • Greyhawk (anything - world, city, castle, etc)

    Votes: 32 17.6%
  • Magic the Gathering settings (any)

    Votes: 11 6.0%
  • Mystara

    Votes: 16 8.8%
  • Nentir Vale (and/or "Nerath World")

    Votes: 21 11.5%
  • Planescape/Manual of the Planes (Sigil and Outlands, Great Wheel, and/or World Tree variant, etc)

    Votes: 59 32.4%
  • Ravenloft

    Votes: 13 7.1%
  • Spelljammer

    Votes: 35 19.2%
  • Lost Settings - any (Birthright, Blackmoor, Jakandor, Coucil of Wyrms, Ghostwalk, etc)

    Votes: 10 5.5%
  • New Settings - any (whether something completely different, licensed settings, etc)

    Votes: 30 16.5%
  • Asian adventures (Rokugan, Kara-Tur, or other)

    Votes: 19 10.4%
  • Deities & Demigods (epic monsters, heroes, demigods, gods, etc)

    Votes: 20 11.0%
  • Epic handbook (be it 16-20th, or 21st and beyond)

    Votes: 22 12.1%
  • Psionics

    Votes: 48 26.4%
  • Other optional rules - any (e.g. Incarnum, kingdom-building, tactical combat modules, etc)

    Votes: 57 31.3%

  • Total voters
    182

vpuigdoller

Explorer
I would love a Feywild and Shadowfell book that expands and update the info on Heroes of the Feywild and The Shadowfell: Gloomwrought and Beyond. I feel thry have a lot of potential and should maybe get an update in one book, specially after getting the Eladrin and Shadar-kai elves. Heck also have centaur and we are getting satyr in Theros.
 

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New rules modules would be intriguing, but of course it depends what modules. I think I'm done buying races and subclasses for 5e anyway, so this is probably the only way they can make me buy a whole hardcover again.

Of the settings, I might be interested in a 5e version of Planescape and Birthright, but I feel like they will probably butcher the settings like they always do with Forgotten Realms i.e. change stuff just for the sake of making it different or to promote new character material that is more prominent in the current edition (e.g. Dragonborn). I don't want them to do a disservice to the original settings, so I'd rather have nothing and just use old books, anyway converting stuff to 5e on our own is not that difficult.
 

Coroc

Hero
I would love to see some revised DL classics, cleaned up, with usable maps, special rules (Kender minotours etc) and the original characters.
Of course as a grognard I want them to stay true to the setting.

And of course I will never get it, and if I will they will put more work into being diverse by shoehorning everybody and his mother into the setting and be it to use a hammer as a screwdriver, like it is common these days, than into thoughtful 5e mods of dragonlances moon magic etc.
 

Top three: Planescape, Spelljammer, "other optional rules".

Just failed to make the cut: Psionics, Dark Sun, Ravenloft.

Should have been on the list, even though I wouldn't have voted for it: Warlord.
 

The metaplot of Dark Sund and Ravenloft to be continued. I feel curiosity about the third continent of Krynn.

Psionic powers, but also martial adepts (Tome of Batle: Book of Nine Swords), Vestige pact magic, and a remake of Magic of Incarnum, with a totemist shaman with powers about monster traits, and spending points of essence for metamagic feats effects.

I like the shens, the race from Oriental Adventures, but I would like some more interesting racial traits.

I miss the "Oriental" base classes: samurai, ninja and sohei. These archetypes are too good to be only subclasses. I wonder about an Oriental Adventures with martial adept classes and ki maneuvers.

The concept of chronomancer and time spheres should come back because this allows lots of new crazy ideas for players, for example Dragonlance where the order of the seekers has psionic powers and Silvara and Gilnathas married and were parents of half-dragon children, like Huma and his loved Gwyneth.

I miss the transitional/racial/monster classes, and the racial parangon classes.

* I would like a new Unearthed Arcana book about optional rules, for example using an alternati list of abilities scores, like adding acuity (astuteness + perception) and spirit (courage + willpower + luck/karma/fate/divine blessing), or a "geltast" class without bonus to attack, or save check but knowing more things.
 
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Lanefan

Victoria Rules
From the list as given:

1. Mystara/Known World

2. Birthright

3. Deities and demigods - for all races

Not from the list:

1. A conversion guide comprehensive enough to facilitate conversion of monsters, characters and adventures from any D&D edition to any other.

2. Rules for non-typical combat: army-v-army mass combat; naval combat; aerial dogfights, etc.

3. Worldbuilding aids, guidelines, and suggestions (though I could probably write this myself I'd rather see someone get paid to do it, and the odds of that someone being me are extremely slim) :)

4. A guide to building and maintaining your [stronghold/castle/laboratory/temple/guildhouse as per your class] including costs, time requirements, people requirements, and other useful details.

5. A guide to genetics, reproduction, etc. that explains what can breed with what out of all those races and why (e.g. can a Half-Elf and a Half-Orc produce a child and if yes, what will its racial game mechanics look like); what the offspring will be; what the odds of pregnancy are in each case; how shapeshifters reproduce, etc., etc.

Ideally each of these would be standalone products; for example if the rules for non-standard combats are stuffed in some setting book that doesn't otherwise interest me, they might as well not exist.
 

Fenris-77

Small God of the Dozens
Supporter
Planescape and Spelljammer. I'm going to keep beating the drum to roll these two together into one thing, which I have portmanteaued into the wonderfully pithy Planejammer. I'd be ok with a Spelljammer/Manual of the Planes approach too.

My third pick was Dark Sun, because Mul Gladiators. I know, you all thought I was going to say the P word.
 

Actually, I have a top pick that isn't on the list. I would love (at some point) a kind of "5.1" of just classes, races, and feats (and maybe spells?)...not actual rule changes...representing what the WotC team would do based on lessons learned so far. Nothing major (with the possible exception of Ranger), just tweaks to rebalance stuff and address some of the biggest community criticisms.
 

Aldarc

Legend
Nentir Vale never got the book in 4e that it deserved. It would be great to see a Nentir Vale.

It could also include additional rules for Epic Destinies and/or sandbox and West Marches games. I'd like to see WotC present Nentir Vale to its strengths as a DM toolkit setting where DMs can easily fill in the blanks with danger between the various points of light.

There are several locations that could work for a starting point in the Vale: Fallcrest (as per the 4e DMG), Hammerfast, or Harkenwold.
 

Nentir Vale was created as a sandbox, to allow total freedom to add more things later.

But I like the idea of a "clonic world" as part of a patchwork demiplane in a transitional setting. Maybe a group of chronomancers tried to save a time sphere and they failed, and then to keep some pieces of space-time continium and avoid time paradoxes the "shard" were sent together to a new time sphere, this patchwork what is a true open door for foolest and bizarres crossovers or mash-up.
 

Ath-kethin

Adventurer
I have little faith that the 5e design team would produce a setting book I would find usable for any 2e property or setting I like/miss. The WotC era has been defined by a kitchen sink mentality where everything can exist everywhere, and my favorite old settings - save two - were defined largely by what ISN'T there.

So I'm interested in Manual of the Planes style book. I also voted for a new setting book, and another FR sourcebook.

And I voted for those last two mostly because I'm happy with them doing anything that keeps their hands off my favorites.
 


MatthewJHanson

Registered Ninja
Publisher
Planescape and/or a manual of the planes would be great.

My next choice was for Dark Sun and Psionics because the two of those go hand in hand.
 

Hexmage-EN

Explorer
Exandria, Spelljammer, and Optional Rules.

Before Wildemount was released I wanted a Nentir Vale book, but seeing as Exandria inherits the Nentir Vale's pantheon and gods vs primordials origin story I find it easy enough to slot in things I liked from the Nentir Vale setting into Exandria.

I've only ever purchased one old Spelljammer module, "Heart of the Enemy", but it looks like a fun and unique setting.

I'd most of all like a book of additional rules, though. Things like a more structured way to time keep, mass combat, kingdom building, etc.
 

CodeFlayer

Explorer
I would love to see a 5e Technical Reference Compendium (physical book) designed to expedite prep by the best in the business. I realize that there are electronic versions of this and my request is not meant to disparage these - there is something ineffable to me about a well crafted tome (as I have no doubt is true of many here).

Because failing to prep is prepping to fail. ;)
 

Lanefan

Victoria Rules
I would love to see a 5e Technical Reference Compendium (physical book) designed to expedite prep by the best in the business. I realize that there are electronic versions of this and my request is not meant to disparage these - there is something ineffable to me about a well crafted tome (as I have no doubt is true of many here).

Because failing to prep is prepping to fail. ;)
Curious - what sort of specific things did you have in mind here, as prep can take many forms:

Long-range prep - i.e. world-building and setting design?
Short-range prep - i.e. coming up with adventures and-or how to tweak the adventure you're about to run?
Immediate prep - i.e. getting tonight's session together?

Long-range is a whole book on its own.

There's room for some instruction in short-range, though it'd be hard to come up with much that's general enough to apply even to the majority of DMs never mind all of us, as everyone has their own preferences etc. If you're thinking of a guide on how to write your own adventures...that's a different can o' worms entirely. :)

And immediate is irrelevant, as if you've done the long- and short-range prep halfway well the immediate almost takes care of itself.
 

Helldritch

Adventurer
I'll fall on Lanefan on the prep. But here is my general take and you don't need a whole book for that.

Long range prep: World building? I abandoned that long ago. I go with established setting (Greyhawk, Forgot or whatever suits the mood of the campaign.
Now the long range campaign is actually quite easy to do. Write up a synopsis of 20th level or 10th or whatever the level you intend to end the campaign a write a downward synopsys for each adventures. Do not fully write the adventures, just a synopsis, about four or five sentences should suffice. Each adventures can cover about 2 or 3 levels for the lower ones, and about 1 or 2 for the high ones.

Short range prep.: Write the first and start sketching the second adventure (of which you wrote the synopsis). Leave out the magical treasure unwritten as you stil do not know what will be the players' choice of characters. Try to keep about one adventure ahead of the players (about 2 or 3 sessions).

Immediate prep.: Prepare the session zero and take notes of the motivations of the players' characters. Put magical treasure that will be relevant to your players and their characters. Put something worth it that could alter the some of the players' decisions. Will they continue on their path or will they adapt? This way the players feel that the world is not revolving around them but you gave them a fair chance. Even a exotic build will be relevant.

After that, immediate prep is for the night's session. Adjusting some of the encounters to better suit the power level and the synergy and tactics the group has build up. Adjusting NPC (in world and in dungeon) to the actions of the characters. The rest should fall into a neat build that the players will see as an adaptive and living environment in which their characters are adventuring.
 

Lanefan

Victoria Rules
I'll fall on Lanefan on the prep.
Ouch. :)
Long range prep: World building? I abandoned that long ago.
You might have, but many people didn't; and the real problem with published settings is when the players know it better than the DM (and even worse, when they complain about the DM's changes to it).

Now the long range campaign is actually quite easy to do. Write up a synopsis of 20th level or 10th or whatever the level you intend to end the campaign a write a downward synopsys for each adventures. Do not fully write the adventures, just a synopsis, about four or five sentences should suffice.
Four or five words, in some cases. :)

Each adventures can cover about 2 or 3 levels for the lower ones, and about 1 or 2 for the high ones.
Yikes! That campaign will be over before it starts!

At least 2 or 3 adventures per level, try; knowing you'll not run all of them anyway and that others will arise in the meantime due to in-game developments.

Short range prep.: Write the first and start sketching the second adventure (of which you wrote the synopsis). Leave out the magical treasure unwritten as you stil do not know what will be the players' choice of characters. Try to keep about one adventure ahead of the players (about 2 or 3 sessions).
Sound advice except for the bolded part; tailoring supposedly-randomly-found magic items to the specific characters quickly ends up looking fake and contrived. They get what they get, let them deal with it.
 


TiwazTyrsfist

Adventurer
So probably most of us here know this, but Eberron was the winner of a Setting Design contest ages ago, IIRC back when Dragon was a print Magazine.

But they actually retained the option to the top THREE results.

One of which (again IIRC) was the work of Rich Burlew creator of OotS.

So, I'd really like both of those settings to finally see the light of day as published products.
 

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