My D&D Wishlist

Post/Author/DateTimePost
#1

Wolfen_Fenrison

Jun 19, 2015 11:02:43

I know of these items are stated or rumored to be in the works, but still this is what I'm most looking forward to.

 

1. More material for the various campaign settings (Greyhawk, Forgotten Realms, Eberron, Dark Sun, Dragonlance, Birthright, and Mystara), full book releases or player's companions, whatever just more. And maybe how they can all connect to each other (Spelljammer!)

 

2. More planar goodies. the current state of Sigil, a list of the domains of dread deep in the shadow fell, maybe a planar player's companion that has player race rules for more planetouched and rouge modrons.

 

These first two highlight my favorite thing about D&D lore, the vast multiverse of settings and planes.

 

3. More of the base classes from previous editions translated to class paths, some 1E ones that are left like the Cavalier (maybe as a spell less paladin variant of fighter archetype) and the Acrobat. Or 3E classes like the Hexblade, Samurai, Shugenja (for Clerics), Wu jen (Wizards), Shaman (Druids). And even 4E classes like the Swordmage, Warlord, and Runepriest.

 

4. More playable races, especially from the common humanoid races (Orcs, Goblinoids, Kobolds, Gnolls), I've already mentioned planar races, I would like more races from the various settings (Thri-kreen, Muls, Giff, Lupins, Rakasta, Tortles). And of course more subraces for the races that have them.

 

So far this has mostly been just a list of MORE! But there is 4 previous editions (or 4 decades if you like) of classes, races, monsters, and settings to bring forward into this new edition.

 

5. Psionics, the races, classes, monsters, powers, and settings (mainly Dark Sun and Eberron).

 

6. Other games that could be made using the same rule set as D&D. Gamma World, Boot Hill, Urban Arcana and/or Dark*Matter, Star Frontiers and/or Star*Drive. Give those advanced tech rules in the Dungeon Master's Guide room to breathe and grow while still being so completely compatible with D&D that while they each function on their own they can still be combined to make for some crazy crossover games.

 

These last two would take the most work and time to bring about, but I feel the could also bring the most benefit. Especially if they all are cross compatible each other like World of Darkness and the Warhammer 40,000 Roleplay game. Much like other cross compatible game set in a unified rules set like HeroClix ,Dice Masters, and Universal Fighting System, each property can be played by itself or viewed as part of a larger whole.

#2

LuisCarlos17f

Jun 19, 2015 12:38:27

Monster classes, templates classes.

 

Racial parangon classes. 

 

All dragons (planar, gems, lungs...) with their block for half-templates.

 

Age category for vampires and mummies. 

 

Classes with their own power source and game mechani (psionic, incarnum, ¿ki? poses & maneuvers by martial adepts, vestige pacts, shadow (&elemental) mysteries, truename..).  

 

Complete clases, not only subclasses for the archetypes: knight, gladiator, shadow assasin, samurai, sohei, ninja, crusader..

#3

GladiusLegis

Jun 19, 2015 12:50:08

LuisCarlos17f wrote:
#4

LuisCarlos17f

Jun 19, 2015 14:33:26

You are wrong. It isn't about storytelling or about gameplay, it is by marketing reasons. When an archetype is too famous or popular, the best is to create a complete class, or a variant class. 

 

(Variant classes is a pack of optional class features. They aren´t subclasses because some or all the main class features are replaced. For example the gladiator from Dark Sun 2nd Ed was a variant class of warrior). 

#5

Shasarak

Jun 19, 2015 15:10:27

Hmm, I would love to see a Spelljammer conversion and an updated Forgotten Realms Handbook (based on the old 3e style book).

 

I would also like to see an Artificer class and a non-armour wearing Warforged.

#6

Shasarak

Jun 19, 2015 15:12:38

GladiusLegis wrote:
#7

pukunui

Jun 19, 2015 16:55:01

Wolfen_Fenrison wrote:
#8

GladiusLegis

Jun 19, 2015 19:22:43

Shasarak wrote:
#9

Shasarak

Jun 19, 2015 19:45:33

GladiusLegis wrote:
#10

GladiusLegis

Jun 19, 2015 19:49:07

Can you read? I recommended Shadow Monk first for the ninja. Possibly with an Assassin Rogue multi. In any case, my point is that there's really no need for an actual ninja class.

 

I don't like Pathfinder's glut of classes, either, so your argument there falls on deaf ears.

#11

pukunui

Jun 20, 2015 0:11:04

Shasarak wrote:
#12

SirAntoine

Jun 20, 2015 9:37:02

LuisCarlos17f wrote:
#13

TenaciousJ

Jun 20, 2015 18:28:47

The only class I cannot figure out a way to replicate that I want is the 3.5 Artificer.  It's a giant can of worms with 5e's mechanics.  It needs a way to have crafting times feasible for an adventurer, and it has to deal with attunement mechanics for wands and staves.

#14

Shasarak

Jun 20, 2015 18:44:34

pukunui wrote:
#15

shintashi

Jun 20, 2015 19:42:04

5e looks like AD&D, Smells like AD&D, and tastes like AD&D, but its not AD&D. It's a sample pack. Like those mini slider burgers that when photographed on tiny plates look like real cheese burgers. original D&D didn't go very far, not until the immortal rules came out. It probably wasn't intended to be played as long. AD&D on the other hand was intended to occupy volumes of time. Part of that time is power curves. 5e bumped up the starting and mid level power curve, but reduced it at higher levels.

 

The idea of supplemental material is about extending time playing characters as well as the game. D&D 5e isn't designed to handle the necessary power creep currently. Instead it capstones characters with some obscure rules in the DMG called boons.

 

Problem with that is a 5e 20th level character is really truly only about a 7th-14th level character in AD&D. Thats signficant for terms of feel, because Planescape was modeled on a territory originally mapped out for characters levels 14-26+ in AD&D standards. There's even tables explaining the expected level ranges. Dark Sun went so far as to produce level 21-30 "prestige classes". Netheril went to what, 45th level? The Immortal rules had characters with 150,000,000 experience points who could move whole planes of existence with a strength check. Council of Wyrms let people play Dragons up to a power category that would be entirely banned in 5e. Then Warriors of Heaven let people play characters that had "cleric  = to your level +2" as a side effect.

 

Power creep happens, it's not always bad. Sometimes it is, but 5e probably needs to re-evaluate how power and level structure operate in the long run. Getting that 300k experience is actually really easy and totally possible for casual gamers who meet a couple of hours once a week, but it is die hard players who come back and buy all the supplements, and they will burn through that 300k way too fast. In fact, it would be quite easy to get to level 20 over night in one "all day" session common to some of the convention games I've seen. The only thing stopping people would be bar jokes and Mountain Dew.

 

Maybe they need a 'D&D: Advanced" supplement, to sort of turn the whole AD&D-> D&D thing on its head

 

D&D advanced could have the necessary rules that would

a) allow play up to 30th level and beyond

b) guide DMs on creatures like avatars, planar proxies, and an intro to Sigil

c) introduce the concept of Prestige Classes and Advanced classes

d) introduce psionics and of course, the psionic "advanced classes", and an intro to Dark Sun

e) introduce Dweomers, Spell Customization, True Wishes, and 10th+ level magic

f) provide DMs info on ideas like the blood war, stats on the Lords of Nine, and Vecna

g) provide a backward compatible conversion guide for things like boons:high level

h)divine ascension & deities & demigods rules, probably pulling from immortal rules

 

D&D Advanced could be an incredibly clever way to introduce a whole line of products; it would also provide a rules set capable of handling NPCs like Elminster, Raistlin, Dragon Kings, etc.

 

The best part is D&D advanced wouldn't have to replace 5e, or change the flow of the current setup.

 

I forgot the best part of the concept of D&D: Advanced...

it could be a mini series of supplements, not just a single book.

 

For example: D&D Advanced: Dragon Kings, D&D Advanced: Netheril, D&D Advanced: City of Doors

(Reply to #15)

DizzyWood

shintashi wrote:
#17

joeburgos

Jun 23, 2015 20:14:11

My DnD wishlist:

1. Wizards of the Coast, keep doing what you are doing, you have released the best version of DnD yet. You deserve your laurels.

2. Give me a Forgotten Realms campaign box set, with gorgeous maps by Blando and Mike Schley, or just give me the maps.

3. Keep the focus on AP's, and keep giving us books that we can actually use at the game table, not to sit on shelves collecting dust.

4. Reorganize the Adventurer's League program, it is rife with mismanagment, and really poor socialized members, (at least in the Los Angeles area of California).

5. Keep asking for our input, we are glad to offer it.

 

(Reply to #17)

Scruffy68

joeburgos wrote: