There will be 6E sometime. It will however be at least several years from now; 5E has proven to be very successful - dare I say with my very limited research, the most successful of all the editions. WoTC would be silly to change lanes now.
Sure, there are definitely some things that aren't perfect (Intelligence is pretty much a low priority ability, the debate over melee weapon attacks and attacks with a melee weapon, some spells requiring too much thought processing that slow combat to a crawl). But the most part, I would argue this edition is very solid. And the best thing about this game? At your table, if you don't like something, you can change it.
Speaking as a player who's only experience has been 5E and had never been really interested into learning what seemed like a complicated system in the first place, I found I was able to pick everything up relatively smoothly and wasn't frustrated by the experience of learning the rules etc. And that is what the main aim of 5E was - streamlining the DnD experience so that newbies wouldn't be intimidated from picking up the PHB and getting lost in a new hobby.
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#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
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Need better Attribute system (make Str relevant again; also, bows should use Str)
Need more modular classes
Did I miss something from the threads about the things you could change in 5e, the things you would want in 6e and the thread about whether 6e is coming or not? :D
Need better Attribute system (make Str relevant again; also, bows should use Str)
Need more modular classes
Did I miss something from the threads about the things you could change in 5e, the things you would want in 6e and the thread about whether 6e is coming or not? :D
Add "Just reflavour" and I think your good.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Need better Attribute system (make Str relevant again; also, bows should use Str)
Need more modular classes
Did I miss something from the threads about the things you could change in 5e, the things you would want in 6e and the thread about whether 6e is coming or not? :D
I feel like before they make a 6e they should ask the gamers what they want, or at least find out what was the best parts of every other edition and merge that all into 6e. Or maybe a 6e will never happen and new editions to the game will be through sourcebooks, and campaign books like now and with artificer. ( I think that made sense? I don't usually make sense... )
Well no, because "the game people want to play" should be presented in the core books, not sourcebooks and campaign guides which require the core books for mechanical basis. And WotC does engage its player community to understand what its players want. That's why we have 5E.
To borrow a famous quote "You can please some of the people some of the time, but you cannot please all of the people all of the time."
There is never going to be one book set of core rules that pleases all.
Of course not, but 5e was produced with engagement with a wider swath of the player community than traditional done in the development of TTRPG (traditionally a cottage industry, so leverage "Big Toy" industry market research power into 5e's development is arguably one of the bigger innovations brought into the TTRPG biz). Expanded and alternative options of the rules (i.e. what we'll see in Tasha's) come out via that engagement. So yeah you can idly sit by the "can't please all" aphorism and just let the winds eventually fall from your sails as time change, or as your audience changes you do your best to satisfy the widest section of your audience. You aphorism comes from politics, the common sense I'm pointed toward is why mass entertainment exists. You can make a rule set designed to maximize appeal, and you can adapt that to perpetuate or even further the appeal.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I mention this only as a point of discussion for others that I've rarely seen addressed in the multitudinous myriad of other similar threads.
5e was informed primarily by player feedback, as the majority of D&D players are players who either rarely or never DM. Players enjoy the edition a great deal. I've seen significantly less appreciation for it in DM circles, especially in terms of novice DMs who are left with almost nothing in terms of useful tools and advice for building their own games in the DMG and are instead pushed into buying more and more prewritten modules to cover for the fact that 5e's DM tools are inconsistent and patchwork. The game developers did not use their own DMG tools to create the game, and while experienced gamers/writers/story-creators/Dungeon Masters can compensate, I have seen more than one account of a new DM swamped and confused when trying to create her own game rather than run one of Wizards' expensive prewritten books.
One potentially useful thing that may come of a future 6e would be a Dungeon Master's Guide that is not a poorly organized and laid out Creative Writing 101 textbook with less than a quarter of its word count devoted to the sorts of tools and system a GM needs to finish designing the game.
I mention this only as a point of discussion for others that I've rarely seen addressed in the multitudinous myriad of other similar threads.
5e was informed primarily by player feedback, as the majority of D&D players are players who either rarely or never DM. Players enjoy the edition a great deal. I've seen significantly less appreciation for it in DM circles, especially in terms of novice DMs who are left with almost nothing in terms of useful tools and advice for building their own games in the DMG and are instead pushed into buying more and more prewritten modules to cover for the fact that 5e's DM tools are inconsistent and patchwork. The game developers did not use their own DMG tools to create the game, and while experienced gamers/writers/story-creators/Dungeon Masters can compensate, I have seen more than one account of a new DM swamped and confused when trying to create her own game rather than run one of Wizards' expensive prewritten books.
One potentially useful thing that may come of a future 6e would be a Dungeon Master's Guide that is not a poorly organized and laid out Creative Writing 101 textbook with less than a quarter of its word count devoted to the sorts of tools and system a GM needs to finish designing the game.
This is my biggest gripe probably...
5e is unforgiving to new DMs.
Bounded accuracy makes things easy to run and roll as a player but much much harder to balance as a DM. It takes a lot of practice to understand the balance there.
The game should hold more to the DMG suggestions in the early game and have a "common mistakes" portion.
Common Mistakes IMO:
Changing rules before you Understand Them
If the Adventures deviate from the plan why should the DM adhere to them?
Handing out too many Magic Items
Magic items have a huge swing potential especially early game.
Rolling for Stats
Bounded Accuracy should be explained in the DMG for this one. Why it is a huge deal to have a +3 difference in modifiers between players.
Homebrew
Dont do it until you have a firm grasp of the game balance.
I think they need to make a supplement DMG now that they have lessons learned over time and cover these bases for new DMs. This could help extend the life of 5e
I suspect we won't get a DMG 2 for the same reason people are completely against a PH 2. It creates the false impression to new players that you need to have all of them to be able to play.
I'd love to have a PH/DMG 2, but sadly it seems to be one of the many things which is against this editions design philosophy.
I don't know if we need a 6e to do this, but I wish 5e was friendlier to new players. The player's handbook should be like the old TSR Red Box one, with a choose-your-own-adventure style intro that introduces you to the different rules one by one. Instead, it just dumps you headfirst into all the character options and different actions and lists of skills and equipment and everything before you even understand how to play. And the DMG is just as bad, since it focuses so much on "worldbuilding" it barely even gets around to teaching you how to run an adventure. (Worldbuilding and backstory is fun, but it's the least impactful part of the game, by a country mile. If you're a DM and don't believe me, ask your players.) And again like Red Box, it should come with a short intro dungeon with boxed narrative text to make it easy for a first-time DM to jump right in—and lower levels you can customize yourself! Why isn't that still a thing? It's like WotC expects everyone to learn D&D from someone else, and while that's worked for my groups, I wish the books were more newbie-friendly.
I like 5e, like a lot, but I definitely want there to be a 6e. Let's cover some reasons why there should be a 6e.
First, every edition (and thing) comes to an end. Editions die. No matter how popular or loved, its eventually going to have to end. When it ends, WotC will not stop making D&D as long as it is profitable. D&D makes them money, and quite a bit of it, and they're not just going to just stop making D&D as long as it makes them money.
Second, 5e is far from perfect. I love this edition, but I am aware of its many flaws. The whole "melee weapon attack" and "attack with a melee weapon" being different things is a flaw. Natural weapons count as weapons, and unarmed strikes don't for some reason. That's a flaw. Prone being too easy to get rid of, the lack of different shield types, the imbalance in ability scores, imbalance in the races, and so many other things are flawed. These are problems, and it would take a new edition (5.5e or 6e).
Third, don't tell people to go play different games. That's gatekeeping. I love this edition, and have spent hundreds of dollars on books in this edition and hundreds of hours homebrewing and playing this edition. I would like a 5.5e or backwards compatible 6e at some point (years away, hopefully) to make use of all of this. I can't do that if I were to leave D&D and go play Pathfinder or 3.5e.
Just my 2 cents.
I have been thinking about 5.5e and in all honesty I think Tashas might be it so hear me out on it.
Tashas will feature Class Variant Features - where the player with DM approval can swap out class features to better meet with the style they play with. This is potentially a big change to the game we do love to play.
Tashas will also feature Racial Modification - so that not all elves are the same, same for dwarves, gnomes, half-orcs all of them. Also the changes to humanoid alignment so that not all drow, orcs, goblins, kobolds are evil they have a choice in what they want to be. This is also another big change to the game. It may also be why they are including rules to "Parlay" and talk it out in encounters.
Tashas is also adding The full Artificer and its subclasses so it is now a part of the game everywhere not just mostly Eberron, as well as the what 22 new subclasses to the game. Lets not forget that Jeremy Crawford also stated the sidekicks are fully included up to level 20 and that each of the three classes of sidekicks are going to be opened to players as classes they can become in the game this is another big change to the game.
Tashas is going to most likely have the Class Feats included - to what extent I do not know but they were well liked by players in the survey, so this is another change to the game.
We cannot forget the new rules and spells for summoning creatures which is another change.
That doesn't even cover what I do not know about in the book being released, things such as the modified "Psionic Subclasses" in it and how they were changed, so that is a long list of changes to the game, kind of like when "Unearthed Arcana" came out for 1st edition AD&D, The "Players Options" books for 2nd edition AD&D. I have no clue in 3rd edition as I didn't play that or 4th edition. But it is a lot of changes to the game, and that is my thoughts on the subject of the potential of Tashas being the start of 5.5 edition og D&D.
I like 5e, like a lot, but I definitely want there to be a 6e. Let's cover some reasons why there should be a 6e.
First, every edition (and thing) comes to an end. Editions die. No matter how popular or loved, its eventually going to have to end. When it ends, WotC will not stop making D&D as long as it is profitable. D&D makes them money, and quite a bit of it, and they're not just going to just stop making D&D as long as it makes them money.
Second, 5e is far from perfect. I love this edition, but I am aware of its many flaws. The whole "melee weapon attack" and "attack with a melee weapon" being different things is a flaw. Natural weapons count as weapons, and unarmed strikes don't for some reason. That's a flaw. Prone being too easy to get rid of, the lack of different shield types, the imbalance in ability scores, imbalance in the races, and so many other things are flawed. These are problems, and it would take a new edition (5.5e or 6e).
Third, don't tell people to go play different games. That's gatekeeping. I love this edition, and have spent hundreds of dollars on books in this edition and hundreds of hours homebrewing and playing this edition. I would like a 5.5e or backwards compatible 6e at some point (years away, hopefully) to make use of all of this. I can't do that if I were to leave D&D and go play Pathfinder or 3.5e.
Just my 2 cents.
I have been thinking about 5.5e and in all honesty I think Tashas might be it so hear me out on it.
Tashas will feature Class Variant Features - where the player with DM approval can swap out class features to better meet with the style they play with. This is potentially a big change to the game we do love to play.
Tashas will also feature Racial Modification - so that not all elves are the same, same for dwarves, gnomes, half-orcs all of them. Also the changes to humanoid alignment so that not all drow, orcs, goblins, kobolds are evil they have a choice in what they want to be. This is also another big change to the game. It may also be why they are including rules to "Parlay" and talk it out in encounters.
Tashas is also adding The full Artificer and its subclasses so it is now a part of the game everywhere not just mostly Eberron, as well as the what 22 new subclasses to the game. Lets not forget that Jeremy Crawford also stated the sidekicks are fully included up to level 20 and that each of the three classes of sidekicks are going to be opened to players as classes they can become in the game this is another big change to the game.
Tashas is going to most likely have the Class Feats included - to what extent I do not know but they were well liked by players in the survey, so this is another change to the game.
We cannot forget the new rules and spells for summoning creatures which is another change.
That doesn't even cover what I do not know about in the book being released, things such as the modified "Psionic Subclasses" in it and how they were changed, so that is a long list of changes to the game, kind of like when "Unearthed Arcana" came out for 1st edition AD&D, The "Players Options" books for 2nd edition AD&D. I have no clue in 3rd edition as I didn't play that or 4th edition. But it is a lot of changes to the game, and that is my thoughts on the subject of the potential of Tashas being the start of 5.5 edition og D&D.
It is a PHB2 in everything but name and I am excited for it.
I have been thinking about 5.5e and in all honesty I think Tashas might be it so hear me out on it.
Tashas will feature Class Variant Features - where the player with DM approval can swap out class features to better meet with the style they play with. This is potentially a big change to the game we do love to play.
Tashas will also feature Racial Modification - so that not all elves are the same, same for dwarves, gnomes, half-orcs all of them. Also the changes to humanoid alignment so that not all drow, orcs, goblins, kobolds are evil they have a choice in what they want to be. This is also another big change to the game. It may also be why they are including rules to "Parlay" and talk it out in encounters.
Tashas is also adding The full Artificer and its subclasses so it is now a part of the game everywhere not just mostly Eberron, as well as the what 22 new subclasses to the game. Lets not forget that Jeremy Crawford also stated the sidekicks are fully included up to level 20 and that each of the three classes of sidekicks are going to be opened to players as classes they can become in the game this is another big change to the game.
Tashas is going to most likely have the Class Feats included - to what extent I do not know but they were well liked by players in the survey, so this is another change to the game.
We cannot forget the new rules and spells for summoning creatures which is another change.
That doesn't even cover what I do not know about in the book being released, things such as the modified "Psionic Subclasses" in it and how they were changed, so that is a long list of changes to the game, kind of like when "Unearthed Arcana" came out for 1st edition AD&D, The "Players Options" books for 2nd edition AD&D. I have no clue in 3rd edition as I didn't play that or 4th edition. But it is a lot of changes to the game, and that is my thoughts on the subject of the potential of Tashas being the start of 5.5 edition og D&D.
Those are a lot of significant changes, but I don't think this is enough to make 5e become a 5.5e. Actually, if I were to speculate, I don't think there will be a full 5.5e this edition, as in books released saying specifically that it is 5.5e, but I do think that this edition will end up evolving continually throughout the release of the sourcebooks. I believe that when a Xanathar's 3.0 (or TCoE 2.0) comes out, it will probably be as significant of a change to this edition as TCoE is, as well as all other books of the similar design later in this edtion. This way, 5e will eventually become a 5.5e without actually having a distinct and official transition into 5.5e.
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Please check out my homebrew, I would appreciate feedback:
Bounded accuracy makes things easy to run and roll as a player but much much harder to balance as a DM. It takes a lot of practice to understand the balance there.
The game should hold more to the DMG suggestions in the early game and have a "common mistakes" portion.
Common Mistakes IMO:
Changing rules before you Understand Them
If the Adventures deviate from the plan why should the DM adhere to them?
Handing out too many Magic Items
Magic items have a huge swing potential especially early game.
Rolling for Stats
Bounded Accuracy should be explained in the DMG for this one. Why it is a huge deal to have a +3 difference in modifiers between players.
Homebrew
Dont do it until you have a firm grasp of the game balance.
I think they need to make a supplement DMG now that they have lessons learned over time and cover these bases for new DMs. This could help extend the life of 5e
Yeah, I have to agree with all of this. Thanks for pointing that out. As a fairly new DM (3 years now), I've made most of those mistakes.
Yeah, I've never made a huge rule change that destroyed a game, but it is something I fell for a bit. I don't think there's much a next edition could do to fix this. Maybe just a recommendation to change things you dislike, but only once you are comfortable with the ruleset.
Definitely fell for this. I wish 5.5e/6e could be a bit more like Pathfinder 2e where the game is balanced around magic items and recommendations for handing them out are clearer and stricter than they were in the DMG.
Yeah, I fell for this. Rolling for stats is what I started with, but I transitioned completely to Point Buy and Standard Array fairly recently after realizing that I dislike this method of generating ability scores. I wish that rolling for stats was not so important to the game as it currently is.
Definitely fell for this. Gosh, my first homebrew were broken. I wish something in the DMG explained this.
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Please check out my homebrew, I would appreciate feedback:
I have been thinking about 5.5e and in all honesty I think Tashas might be it so hear me out on it.
Tashas will feature Class Variant Features - where the player with DM approval can swap out class features to better meet with the style they play with. This is potentially a big change to the game we do love to play.
Tashas will also feature Racial Modification - so that not all elves are the same, same for dwarves, gnomes, half-orcs all of them. Also the changes to humanoid alignment so that not all drow, orcs, goblins, kobolds are evil they have a choice in what they want to be. This is also another big change to the game. It may also be why they are including rules to "Parlay" and talk it out in encounters.
Tashas is also adding The full Artificer and its subclasses so it is now a part of the game everywhere not just mostly Eberron, as well as the what 22 new subclasses to the game. Lets not forget that Jeremy Crawford also stated the sidekicks are fully included up to level 20 and that each of the three classes of sidekicks are going to be opened to players as classes they can become in the game this is another big change to the game.
Tashas is going to most likely have the Class Feats included - to what extent I do not know but they were well liked by players in the survey, so this is another change to the game.
We cannot forget the new rules and spells for summoning creatures which is another change.
That doesn't even cover what I do not know about in the book being released, things such as the modified "Psionic Subclasses" in it and how they were changed, so that is a long list of changes to the game, kind of like when "Unearthed Arcana" came out for 1st edition AD&D, The "Players Options" books for 2nd edition AD&D. I have no clue in 3rd edition as I didn't play that or 4th edition. But it is a lot of changes to the game, and that is my thoughts on the subject of the potential of Tashas being the start of 5.5 edition og D&D.
Those are a lot of significant changes, but I don't think this is enough to make 5e become a 5.5e. Actually, if I were to speculate, I don't think there will be a full 5.5e this edition, as in books released saying specifically that it is 5.5e, but I do think that this edition will end up evolving continually throughout the release of the sourcebooks. I believe that when a Xanathar's 3.0 (or TCoE 2.0) comes out, it will probably be as significant of a change to this edition as TCoE is, as well as all other books of the similar design later in this edtion. This way, 5e will eventually become a 5.5e without actually having a distinct and official transition into 5.5e.
Well first edition and second edition did not say those books were 1.5 or 2.5 edition that is what they have been called over the years. Third edition is different as far as I know as they messed up the game and trying to fix it.
My fear with a 6th Edition has nothing to do with rules and systems, and everything to do with the current social climate. I REALLY don't want to play "Generic Subterranean Habitats and Persons of Draconic Origin". ;)
This is really up to how YOU run your games more than any widespread social trends.
Considering the garbage rules we’re getting for Psionics this edition, 6e can’t come fast enough.
What makes you think a 6e would have a better psionic system? I understand wanting a new edition, but this is not one of the reasons I would want a new edition.
Nothing guarantees better psionics rules for the next edition, but the bad rules are guaranteed for this edition. Therefore a new edition is a chance to 'roll the dice' again and hope we get something good.
Given D&Ds track record with Psionic rules over of the lifetime of the hobby? Odds are 6Es rules will fall far short of functional as well.
Considering the garbage rules we’re getting for Psionics this edition, 6e can’t come fast enough.
Baby Boy, I think we've been outvoted on this one. Most of the player base doesn't want an extra system.
But, I gotta say, I'm in love with 5th Edition. I feel like it's VERY expertly designed in order to accommodate VERY flexible character building. In fact, I don't think it gets enough praise. I've been able to build any psionic concept I want to, without having to homebrew anything. It just takes concessions from a good DM to let you describe your toolkit a bit differently.
My fear with a 6th Edition has nothing to do with rules and systems, and everything to do with the current social climate. I REALLY don't want to play "Generic Subterranean Habitats and Persons of Draconic Origin". ;)
Baby boy?!? Nobody but my mother has called me that in almost 40 years. 😂😂
I don’t wanna describe my toolkit differently, I just wanted an explicitly Psionic toolkit.
And we could never play that as it would discriminate against persons of non-Draconic Origin, persons who identify as Draconic but were misdraconically assigned at birth, and trans-original Draconic persons.
My fear with a 6th Edition has nothing to do with rules and systems, and everything to do with the current social climate. I REALLY don't want to play "Generic Subterranean Habitats and Persons of Draconic Origin". ;)
This is really up to how YOU run your games more than any widespread social trends.
Very true. But, the current social trends almost guarantee we're not getting "Dark Sun" for 5th Edition, and that makes me genuinely sad. :(
We know that, how? Has there been any official announcement in that regard from WotC? It could be on hold simply because they have decided anything other than a very simple (just like magic) approach to psionics is too unpopular and are trying to decide how, if at all, to proceed on that.
Kotath, PLEASE be right.
No, they have already confirmed that Psionics is Spells in 5e. They won’t do Dark Sun because it would be the most politically incorrect setting they could possibly attempt. And if they address that thoroughly enough for the sensitivity readers to okay it, it won’t really be Dark Sun anymore.
Just my two pennies:
There will be 6E sometime. It will however be at least several years from now; 5E has proven to be very successful - dare I say with my very limited research, the most successful of all the editions. WoTC would be silly to change lanes now.
Sure, there are definitely some things that aren't perfect (Intelligence is pretty much a low priority ability, the debate over melee weapon attacks and attacks with a melee weapon, some spells requiring too much thought processing that slow combat to a crawl). But the most part, I would argue this edition is very solid. And the best thing about this game? At your table, if you don't like something, you can change it.
Speaking as a player who's only experience has been 5E and had never been really interested into learning what seemed like a complicated system in the first place, I found I was able to pick everything up relatively smoothly and wasn't frustrated by the experience of learning the rules etc. And that is what the main aim of 5E was - streamlining the DnD experience so that newbies wouldn't be intimidated from picking up the PHB and getting lost in a new hobby.
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.
Hahaha, another one xD
Inb4:
Basic was better than 5e could ever be
Need Swordmage, Magus and Warlord
Need Psionics
Need better Attribute system (make Str relevant again; also, bows should use Str)
Need more modular classes
Did I miss something from the threads about the things you could change in 5e, the things you would want in 6e and the thread about whether 6e is coming or not? :D
Add "Just reflavour" and I think your good.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Oh right, it was right there!
Of course not, but 5e was produced with engagement with a wider swath of the player community than traditional done in the development of TTRPG (traditionally a cottage industry, so leverage "Big Toy" industry market research power into 5e's development is arguably one of the bigger innovations brought into the TTRPG biz). Expanded and alternative options of the rules (i.e. what we'll see in Tasha's) come out via that engagement. So yeah you can idly sit by the "can't please all" aphorism and just let the winds eventually fall from your sails as time change, or as your audience changes you do your best to satisfy the widest section of your audience. You aphorism comes from politics, the common sense I'm pointed toward is why mass entertainment exists. You can make a rule set designed to maximize appeal, and you can adapt that to perpetuate or even further the appeal.
Jander Sunstar is the thinking person's Drizzt, fight me.
I mention this only as a point of discussion for others that I've rarely seen addressed in the multitudinous myriad of other similar threads.
5e was informed primarily by player feedback, as the majority of D&D players are players who either rarely or never DM. Players enjoy the edition a great deal. I've seen significantly less appreciation for it in DM circles, especially in terms of novice DMs who are left with almost nothing in terms of useful tools and advice for building their own games in the DMG and are instead pushed into buying more and more prewritten modules to cover for the fact that 5e's DM tools are inconsistent and patchwork. The game developers did not use their own DMG tools to create the game, and while experienced gamers/writers/story-creators/Dungeon Masters can compensate, I have seen more than one account of a new DM swamped and confused when trying to create her own game rather than run one of Wizards' expensive prewritten books.
One potentially useful thing that may come of a future 6e would be a Dungeon Master's Guide that is not a poorly organized and laid out Creative Writing 101 textbook with less than a quarter of its word count devoted to the sorts of tools and system a GM needs to finish designing the game.
Please do not contact or message me.
This is my biggest gripe probably...
5e is unforgiving to new DMs.
Bounded accuracy makes things easy to run and roll as a player but much much harder to balance as a DM. It takes a lot of practice to understand the balance there.
The game should hold more to the DMG suggestions in the early game and have a "common mistakes" portion.
Common Mistakes IMO:
I think they need to make a supplement DMG now that they have lessons learned over time and cover these bases for new DMs. This could help extend the life of 5e
I suspect we won't get a DMG 2 for the same reason people are completely against a PH 2. It creates the false impression to new players that you need to have all of them to be able to play.
I'd love to have a PH/DMG 2, but sadly it seems to be one of the many things which is against this editions design philosophy.
I don't know if we need a 6e to do this, but I wish 5e was friendlier to new players. The player's handbook should be like the old TSR Red Box one, with a choose-your-own-adventure style intro that introduces you to the different rules one by one. Instead, it just dumps you headfirst into all the character options and different actions and lists of skills and equipment and everything before you even understand how to play. And the DMG is just as bad, since it focuses so much on "worldbuilding" it barely even gets around to teaching you how to run an adventure. (Worldbuilding and backstory is fun, but it's the least impactful part of the game, by a country mile. If you're a DM and don't believe me, ask your players.) And again like Red Box, it should come with a short intro dungeon with boxed narrative text to make it easy for a first-time DM to jump right in—and lower levels you can customize yourself! Why isn't that still a thing? It's like WotC expects everyone to learn D&D from someone else, and while that's worked for my groups, I wish the books were more newbie-friendly.
Wizard (Gandalf) of the Tolkien Club
D&D Starter Set Rule Book
I think this is what you are looking for then
She/Her Player and Dungeon Master
Straight to 7e!
I have been thinking about 5.5e and in all honesty I think Tashas might be it so hear me out on it.
Tashas will feature Class Variant Features - where the player with DM approval can swap out class features to better meet with the style they play with. This is potentially a big change to the game we do love to play.
Tashas will also feature Racial Modification - so that not all elves are the same, same for dwarves, gnomes, half-orcs all of them. Also the changes to humanoid alignment so that not all drow, orcs, goblins, kobolds are evil they have a choice in what they want to be. This is also another big change to the game. It may also be why they are including rules to "Parlay" and talk it out in encounters.
Tashas is also adding The full Artificer and its subclasses so it is now a part of the game everywhere not just mostly Eberron, as well as the what 22 new subclasses to the game. Lets not forget that Jeremy Crawford also stated the sidekicks are fully included up to level 20 and that each of the three classes of sidekicks are going to be opened to players as classes they can become in the game this is another big change to the game.
Tashas is going to most likely have the Class Feats included - to what extent I do not know but they were well liked by players in the survey, so this is another change to the game.
We cannot forget the new rules and spells for summoning creatures which is another change.
That doesn't even cover what I do not know about in the book being released, things such as the modified "Psionic Subclasses" in it and how they were changed, so that is a long list of changes to the game, kind of like when "Unearthed Arcana" came out for 1st edition AD&D, The "Players Options" books for 2nd edition AD&D. I have no clue in 3rd edition as I didn't play that or 4th edition. But it is a lot of changes to the game, and that is my thoughts on the subject of the potential of Tashas being the start of 5.5 edition og D&D.
It is a PHB2 in everything but name and I am excited for it.
She/Her Player and Dungeon Master
Those are a lot of significant changes, but I don't think this is enough to make 5e become a 5.5e. Actually, if I were to speculate, I don't think there will be a full 5.5e this edition, as in books released saying specifically that it is 5.5e, but I do think that this edition will end up evolving continually throughout the release of the sourcebooks. I believe that when a Xanathar's 3.0 (or TCoE 2.0) comes out, it will probably be as significant of a change to this edition as TCoE is, as well as all other books of the similar design later in this edtion. This way, 5e will eventually become a 5.5e without actually having a distinct and official transition into 5.5e.
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Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, I have to agree with all of this. Thanks for pointing that out. As a fairly new DM (3 years now), I've made most of those mistakes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well first edition and second edition did not say those books were 1.5 or 2.5 edition that is what they have been called over the years. Third edition is different as far as I know as they messed up the game and trying to fix it.
This is really up to how YOU run your games more than any widespread social trends.
Given D&Ds track record with Psionic rules over of the lifetime of the hobby? Odds are 6Es rules will fall far short of functional as well.
Baby boy?!? Nobody but my mother has called me that in almost 40 years. 😂😂
I don’t wanna describe my toolkit differently, I just wanted an explicitly Psionic toolkit.
And we could never play that as it would discriminate against persons of non-Draconic Origin, persons who identify as Draconic but were misdraconically assigned at birth, and trans-original Draconic persons.
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No, they have already confirmed that Psionics is Spells in 5e. They won’t do Dark Sun because it would be the most politically incorrect setting they could possibly attempt. And if they address that thoroughly enough for the sensitivity readers to okay it, it won’t really be Dark Sun anymore.
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