
So I just signed up for an upcoming play test of what's being called "Dungeons & Dragons 5e" over on the main Wizards of the Coast D&D website (www.dndinsider.com).
I find it a little troubling that Type IV D&D has only been around for a little over four years, and already the company is at work developing a new iteration of the game. It's more than understandable from a business perspective, but indeed a little troubling.
This is, after all, not quite two years after Type IV D&D was supplemented with an additional set of classes/builds/rules/etc with D&D Essentials. While it's true that Essentials is considered more of a supplement to the existing rules than a new edition or game, a great deal of Type IV D&D rules now exclusively refer to the Essentials rules books rather than the original source rule books. Overall, it feels like this edition is coming out awfully soon.
That said, I'd still like to say I'm both excited and optimistic about the possibility of a new edition of D&D. I think it's a great opportunity to both refine and tinker with the existing tabletop rules, while also calling back to previous editions in an attempt to bring back a lot of fans of previous editions (tons of players still exclusively play Basic D&D, AD&D, and the equivalent of Type III).
So here are a few of my own personal hopes for this new edition. Some of them are a little more universal than others, but they all center around improving on what already exists in Type IV:
Keep the 'Powers' system
Type IV's biggest differentiation from previous editions was the inclusion of class specific combat powers. While it mechanized a great deal of the combat, making it a little more cumbersome in terms of play (and heavy on rules), it also made each class feel unique in terms of flavour, while also keeping them all fairly equal in terms of usefulness.
Fighters no longer were left to just 'hit enemies with sword' over and over, and Clerics became much more fun to play outside of just healing others. Some people dislike how it simplified the spells a Wizard or other magic user could know and use, while others preferred how it made those classes more approachable.
If it could be done, I'd think an interesting improvement might be to make a large selection of powers open to all the classes. Much like the 'Spells' chapters of previous D&D rulebooks, this selection of powers could be attained or chosen by almost any class, provided they meet certain mechanical requirements. This would allow for a great deal more customization than Type IV currently allows for (though it would definitely increase the amount of memorization and player/DM knowledge required).
Disregard/Dispose of Feats
Feats have been a hallmark of D&D character customization for a great deal of time. They're permanent added perks that improve a character, and can be accumulated over time. Mechanically, they're one of the few stats that can really differentiate one character from another.
Despite all that, they could probably be scrapped.
Feats in Type IV have become a bit redundant. Their use in previous editions seemed to be to help differentiate PCs from one another, as well as allow certain classes to improve their innate limitations over time (armor and weapon proficiencies, upgrades to abilities, etc). While these are still useful in Type IV, they also add another layer of complication in an already overly complicated character creation process. Their usefulness is also mitigated by class and racial features, as well as the effects of numerous powers and magic items.
Gamma World, which uses the Type IV game chassis (I like to refer to game systems as 'chassis'. It sounds cool), has no feats and it doesn't suffer at all from their absence. If anything, it helps to make character creation much faster. This is something I've said Type IV D&D needs desperately. So if anything should be on the chopping block, I'd say it should be feats.
Remove the '+ 1/2 level' bonus
This bonus just adds more math to an already math heavy game. Please remove it. With tweaks to other stats like defenses and hp, I can't imagine it will be missed.
Make the game more approachable
Say what you will about Type IV's release, one thing that was in its favour was introducing it to new players. The books were fairly accessible in terms of layout, the rules made a lot of sense with little room for re-interpretation, and the game was marketed in a lot of savvy ways (such as the Penny Arcade Podcasts, early play tests of the game, lots of Internet buzz, D&D Encounters, etc).
For Type V D&D, I hope that Wizards of the Coast improves even more upon this.
The game should be made as easy to approach as possible. This can certainly be done with some additions to the rulebooks (2-page character builder guide at the front of the book, write-ups on what a roleplaying game actually is, numerous examples of play). The new rulebooks should be able to picked up by, say, someone who's never played D&D before in their life, and easily digested by them.
In addition, Wizards should make full use of their Youtube and Facebook page to introduce rules tutorials and gameplay examples. The Penny Arcade podcasts were an incredible primer into the game, and especially useful for new players. Making use of accessible technology will broaden the player base beyond regular D&D players. Instead of just the typical 'word of mouth' marketing the game has been reliant upon for decades, a great series of Youtube videos could bring in a brand new audience.
Emphasize 'flavour' in addition to rules
A lot of people's biggest complaint with Type IV was that it mechanized actions that most veterans of the game felt should be better left to roleplaying and creative thinking. This includes things like improvised combat (throwing sand, using a trip-wire, oil and fire, etc), and discussion (actively roleplaying out scenarios that are now left to skill-challenges).
These kind of creative solutions listed above are a hallmark of previous editions, and a part of the game a lot of fans remember fondly.
The thing is, Type IV D&D accommodates all of the above quite well. Creative combat and improvisation isn't removed from the game at all. It just isn't emphasized like it seemed to be in previous editions. It's hard to come up with a creative combat solution when it might not be as effective as simply re-using one of your powers over and over again.
The easiest way around this isn't to change the game or remove the amount of hard game mechanics, but instead to simply emphasize that other problem solving methods are available and are as mechanically viable as using a player's attack powers.
A few brief tables, pages of text, and examples of play using these techniques, along with a primer on how a DM can best support or use them, would go a long way. Don't fix what isn't broken.
Re-release the Red Box
Again, if the focus of this new edition is accessibility and ease of use, then a re-release of the Red Box Basic Set is a no brainer.
The 2010 release of this Basic set was a great way to introduce all of the elements of the game in a very tidy, efficient, and inexpensive package. It came with everyone a person needed to learn and run the game. It wasn't perfect, but it was a superb step in the right direction.
Release this product again at the same price point ($20.00 USD/CND) and you'll make a lot of people quite happy.
Plus, that lovely nostalgic Metzner artwork is always a great way to lure in long time fans of the game.
If something wasn't mentioned in this little list, it's most likely because it's something about the current edition of the game I happen to be fond of and don't want to see changed. However, if you have a suggestion for the list, please leave it in comments.
"I am guessing you have to know alot about D and D to join the encounters. Me and the wife are "just" starting to get into it. I guess it would be wise to really learn it alot before going to these?"
Why did you put 'just' in quotations? Either way, I hear this a lot. D&D Encounters is a program specifically designed for newcomers and brand new players. The adventures are easy to grasp and are designed around introducing as many core concepts of the game to new players in an easy-going environment (each encounter is only about 2 hours long, max). If you've never played D&D before, D&D Encounters is actually a pretty good introduction on most nights. Please give it a try.
Honestly, the biggest hurdle for new players playing D&D Encounters is contending with experienced players who are also at the table. Most longtime fans of D&D treat the Encounters program as 'Free public D&D night', forgetting that it's designed for new players and people just getting into the game. I think it's assumed by Wizards that once you play in D&D Encounters for a bit, you'll want to start playing in your own game at home or with friends.
Instead, many people make Encounters their exclusive D&D night. While this is fine for them, it does sort of make D&D Encounters seem more like an exclusive, nerd members only club, warding away a lot of new players.
Honestly, my recommendation is that if you've played D&D Encounters for more than, say, three seasons, and continue to play it, please try to run your own game. Chances are you're now experienced enough with the game to try and be a dungeon master, and other players will appreciate the chance to play in a new campaign. Leave D&D Encounters for the kids and new players. You're ready to step up your game.
"well you cna handle it with your "heroics" but my guy (half-orc druid) has been alive even though the other 5 players have died thrice each, and you know what? i'm not doing any heroics to save the land i'm a freaking anti-palidin black guard who is also cursed with multible personality disorder in pladin lvls and is literaly headless (long story) and still kicking. so i got to deal with all that crap with a half orc palidin,anti-palidin,black guard whos is down a head, so i do my evil thing!"
"Hello! I am interested in playing with you guys..... I would want to know if im able to.. i am 13 and i live in Hamilton Ontario.. so Please inbox me"
Go to this site and check which store nearest you hosts D&D Encounters. Anyone can play, so long as they're not disruptive or have a body comprised entirely of pure energy and/or anti-matter.
"were is the place for that hobby shope?"