El Mahdi
Muad'Dib of the Anauroch
To the OP: I don't think that maintaining the "feel" of D&D will hurt innovation. I think there's a lot of room for mechanical exploration and innovation within the framework of D&D, that won't change the experience to the point it's not D&D anymore.
I think it's a lot like music. There's so much room for exploration within a time signature, like say 4/4. Probably billions of songs in 4/4, yet it's still always identifiable as 4/4. There's an immense amount of room for innovation even within a definining structure.
Of course though, one might say that the feel of D&D is more analogous to a specific style of music that uses 4/4, rather than comparing D&D to the time signature itself. I believe that even within a style there's incredible room for variety and innovation. Though as with people's definitions of what a musical style is or isn't (which are significantly plentiful and varied), fans definitions of what is or is not D&D are quite varied also.
But, I doubt we're going to see a whole lot of innovation (as in completely new and interesting mechanics) in the core system. I think such innovation will most likely find expression in the add-on modules. I do believe however, we are going to see some interesting and innovative applications of old mechanics in the core system.
I am quite hyped to see what Monte and company come up with, even if it ends up not completely grabbing my attention.
If they design a game with the tenets they've set out, provide the full system on DDI from the start (at roll-out), allow for versatility and houserules (to what extent is possible) on DDI, limit the errata flood, provide a more open licensing system, and return downloadable versions of books, then I will be buying books and subscribing even if it ends up not being my preferred system.
I did the same thing with 4E until the PR debacles and the foolishness over pdf's. And I'll bail from 5E support just as quickly with even a hint of a return to these failed mindsets.

I think it's a lot like music. There's so much room for exploration within a time signature, like say 4/4. Probably billions of songs in 4/4, yet it's still always identifiable as 4/4. There's an immense amount of room for innovation even within a definining structure.
Of course though, one might say that the feel of D&D is more analogous to a specific style of music that uses 4/4, rather than comparing D&D to the time signature itself. I believe that even within a style there's incredible room for variety and innovation. Though as with people's definitions of what a musical style is or isn't (which are significantly plentiful and varied), fans definitions of what is or is not D&D are quite varied also.
But, I doubt we're going to see a whole lot of innovation (as in completely new and interesting mechanics) in the core system. I think such innovation will most likely find expression in the add-on modules. I do believe however, we are going to see some interesting and innovative applications of old mechanics in the core system.
I am quite hyped to see what Monte and company come up with, even if it ends up not completely grabbing my attention.
If they design a game with the tenets they've set out, provide the full system on DDI from the start (at roll-out), allow for versatility and houserules (to what extent is possible) on DDI, limit the errata flood, provide a more open licensing system, and return downloadable versions of books, then I will be buying books and subscribing even if it ends up not being my preferred system.
I did the same thing with 4E until the PR debacles and the foolishness over pdf's. And I'll bail from 5E support just as quickly with even a hint of a return to these failed mindsets.
