It seems like some people are conflating a roleplaying / in-game status with that status granting mechanical benefits. I can play a warlock who signed a pact with Asmodeus, or a cleric of Lathander focused on his light aspect, from the start of Session 0 regardless of having any special Asmodeus or Lathander buffs.
I really don't understand the people complaining about Cleric subclasses being at 3rd instead of 1st. There's a point to be made for other classes- a Warlock isn't a Warlock without a patron, a Sorcerer isn't a Sorcerer without an origin, and a Paladin isn't a Paladin without an oath. But a domain in no way causes you to be a Cleric, unlike all the other 1st level subclasses.
But typically one does not start out as a generic cleric, even irl. You know what faith you're committing to from the outset. That was reflected by the level 1 subclass start, and it's weird for Clerics to now not have that initial connection.
In real life? There isn't, so far as I'm aware, a real life analogue to "Domain". As a Cleric, you have a god or gods...but Domains aren't what gods you worship. You have Orders, but that's not what a Domain is. Domains aren't religions either. Domains don't really correlate to a real life thing for clerics.
Still, the uniform subclass progression is not something I agree with, nor all starting with level 3 (for every class, some classes it does make sense). If anything, I'd lean the other way - allow subclasses have their own level progression. The standardised progression.is, I feel, a result of WotC trying to take the easy route in balancing the classes - it's easier to balance if the progression is the same. It's just at the cost of flavour and complexity.
You know what I meant. One knows what orders one is committing to when they commit themselves to a religion.
No, I don't. As I said, Domains aren't orders.
Agreed. Being granted access to a Divine Domain is literally the god bestowing upon the cleric more power. Just because you don't have one at level 1 doesn't mean you don't have a deity.
It seems like some people are conflating a roleplaying / in-game status with that status granting mechanical benefits. I can play a warlock who signed a pact with Asmodeus, or a cleric of Lathander focused on his light aspect, from the start of Session 0 regardless of having any special Asmodeus or Lathander buffs.
It seems like some people are conflating a roleplaying / in-game status with that status granting mechanical benefits. I can play a warlock who signed a pact with Asmodeus, or a cleric of Lathander focused on his light aspect, from the start of Session 0 regardless of having any special Asmodeus or Lathander buffs.
The two tend to be intertwined in an RPG.
Depends on the RPG. There are more out there than you realize.
Divine magic, that power source, is just that. Not everyone who worships and serves a god can cast such spells. A carpenter in a rural village might worship Kelemvor and make coffins as necessary, but that doesn't make them a cleric, priest, or even an acolyte. Access to a Divine Domain is a deity bequeathing additional power onto one of their servants.
Whatever you think of mechanics can be explained with a little story.
The opposite is also true. a "priest" can be a cleric druid, ranger fighter or wizard as a class.
When you decide to play a class there is generally narrative you want but also a gamplay archetype and gameplay loops.(support, damage dealer, tank) Some archetypes lean towards certain roles mechanically but others are more open allowing a flexibility of styles.
often choosing a class is more about the gameplay you want. For example a scout rogue vs a ranger. They both can often do the same job but it's the mechanics/gameplay that that draw people to a preference.
personally I don't have any issue with clerics gaining their domain at 3rd level. They can worship whatever god they choose, and get their spellcasting and other powers from them. And at 3rd level, the god bestows upon the cleric additional powers to fit their (the gods) need. I do feel that the domains covered by different deities are a bit restraining. There should be all kinds of aspects to a god, not just two or three. You may choose a god of war, but peace can be part of an aspect of war (might be a bit of a stretch depending on the god). Same with healing, etc... Also, if you choose to worship a god of one aspect and a domain of an opposing aspect (war/peace, death/life, etc) either it's a cool RP decision or you really aren't concerned about the narrative and just see the class/subclass as just a bag of mechanics. Not that there is anything wrong with that. I take that perspective from time to time, to flesh out a concept I would like to play. I'm sure there can be other reasons as well.
I feel the same for Sorcerers. You have an innate ability to cast spells. It's a part of you. If you are deciding that you want to play a storm sorcerer at 1st level because your mother was caught in some magical storm while pregnant with you, or whatever your backstory is, why can't you still have that backstory and see the actual repercussions of it when you hit level 3? If your grandfather was a dragon in human form who got your grandmother pregnant why can't you be that grandchild that starts showing the an aptitude for magic, but it isn't until 3rd level that other features start to manifest, like scaly skin, etc?
Warlocks are the toughest, but I still see them as delvers into secret magics who learn to cast and perform rituals and it's at level 3 you strike a deal with an entity. If you make a character in 5E and say, "I want to be a fiendlock because I have this cool backstory of how I made a deal with a devil (or an ancestor did)" and start playing/RPing as a fiend warlock at level 1, why can't you do the exact same thing and the fiendish powers start manifesting once you prove yourself to your patron at level 3? If you change your mind, maybe it wasn't actually a fiend you were in contact with, learning dark secrets, but an Archfey or Cthulhu instead.
There are ways to fit the narrative to these changes. And I don't personally have an issue doing so. But others feel differently, and that's ok too.
For warlocks it could definitely be the patron has not revealed their true self to you, or revealed themselves at all. That doesn't seem a problem to me at all. Cleric could easily be you have a God you worship, but have not chosen what aspect of the God you revere most. Typically they have multiple domains in their portfolio.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
It still seems weird; domains and their aspects are pretty distinct, both in terms of the concepts they cover and how they play. Doesn’t really fit that you sit on the fence until 3rd level, imo. Same for Warlocks.
It still seems weird; domains and their aspects are pretty distinct, both in terms of the concepts they cover and how they play. Doesn’t really fit that you sit on the fence until 3rd level, imo. Same for Warlocks.
Eh, in terms of 'realism' I have trouble with waiting until level 3 for any class. It's just a game mechanic; start PCs at level 3 and the problem goes away. :)
It still seems weird; domains and their aspects are pretty distinct, both in terms of the concepts they cover and how they play. Doesn’t really fit that you sit on the fence until 3rd level, imo. Same for Warlocks.
Maybe it's not sitting on the fence, maybe it's earning your place. The cleric chose the god, but its takes time before the god is willing to choose the cleric.
Same for warlocks. They cut a deal with the higher power, but the power is still going to need them to prove themselves a bit before they start giving out the good stuff.
In either case, it can be a little RP thing for the character to resolve. An early goal and a tangible step toward their ultimate goal, whatever that is. Earning something always makes it more valuable than if its given away to just anyone.
It still seems weird; domains and their aspects are pretty distinct, both in terms of the concepts they cover and how they play. Doesn’t really fit that you sit on the fence until 3rd level, imo. Same for Warlocks.
Well the deity isn’t like buying a car. Select the model and then what features you want. I know the player is the one that chooses the domain. But the character might not have the choice of what domain the deity bestows upon them. The cleric is the servant of the deity and the deity may have chosen a certain path they want them to take via the domain. And it’s not like the deity says “Hey cleric you are going to be Nature domain”. It’s more like, in my mind, the cleric may have already had some connections to nature and the deity bestows upon them the spells and powers to help fulfill that role.
Enough people love 5e the way it is. Take the things they don't like - powergaming, whatever - and move that to a new VTT platform with another name, 6e. Run both concurrently getting two revenue streams that can appeal to varied audiences.
Enough people love 5e the way it is. Take the things they don't like - powergaming, whatever - and move that to a new VTT platform with another name, 6e. Run both concurrently getting two revenue streams that can appeal to varied audiences.
I don't think that will happen and probably a bad business decision. If they split the game between 5E and 6E they either need two teams to develop each one, costing them more money. Or they stop all development on 5E and put all resources into 6E, so the 5E fans lose out over time, costing them money.
Anyway, looking at the direction they are going, along with some of the backtracking they are already prepared to do (subclass progression going back to 2014 version, Crits back to 2014, etc) there may be less changes to 5E than many are thinking is going to happen. It's still too early to see, since we haven't seen any revisions of the classes yet.
Yeah, this is reading like an edition update, not a new edition, so there’s no reason to stop supporting or selling most older content. Core 3 would be the exception since they’re what’s explicitly being replaced, but just adding the new products here makes far more sense than building a whole other site.
Henry Ford is very famously (if dubiously) as having once been asked how customer input affected the development of the Model T. His (apocryphal) response? "If I'd asked people what they wanted, they would've said faster horses."
Wizards is trying to invent a Model T here. The playerbase continually screams and rants and bellyaches and riots in pursuit of faster horses, instead. My concerns about One D&D are absolutely unchanged from page one, post 5. The only thing that's actually changed is that I am utterly and absolutely certain that in 2024 we're going to get a very confused horse on roller skates, rather than a Model T. Nobody in this accursed Sarlacc pit will let Wizards do anything else.
i dont follow the post on page 5. i play a good amount of forgotten realms. in fact ive never heard anyone say they dont like it. Essentails kit was my first campaighn as a player. It seems fine to me. plz explain further
Sigh.
OTL
Okay.
Some players don't like the official books insisting they play in the Forgotten Realms. Either they like a different Official Setting such as Eberron or Exandria, or they homebrew their own settings. Until very recently however, just about all of the official books assumed that every single game of D&D was played in the Forgotten Realms, and furthermore tended to assume that every player in every one of those games was deeply and intimately conversant with every last inch of the Forgotten Realms' fifty years of broken, inconsistent, self-contradictory 'lore'. If you don't know (or give a shit) who Elminster is, if you can't name every district of Baldur's Gate off the top of your head from memory, if you can't define the political heirarchy of Icewind Dale for the last four hundred years, if you can't produce an accurate timeline for every single major event in the history of Toril for the last twenty thousand years? You're not supposed to be able to play D&D. Many, many, many players have stated that this knowledge should be considered foundational for any proper game of D&D and anyone who doesn't know it - regardless of the reason for not knowing it - is simply not taking the game seriously and should be removed from play.
I take severe offense to this idea. The Forgotten Realms is a bloated, mouldering putrescent corpse of a setting in which all the adventures have already been had. You and your character will never amount to anything given the overwhelming glut of Legendary Heroes from fifty years of D&D back lore just jumping at the chance to take their blades down from the retirement wall and wade into Glorious Battle again. You can't throw a stick in the Realms without hitting a Legendary Archmage - just look at the gigantic list of names they have available for their Somebody's Whatever of Everything books. The Realms are done. They are solved. There is no more room to play in the Realms unless you throw out all the existing lore and the multiple thousands of Legendary Heroes, at which point you're effectively homebrewing your own setting and just calling it 'The Forgotten Realms'. And you'd best be prepared for grognards to complain and undercut you every step of the way for Daring to Get Lore Wrong.
Bleh.
That wasn't the point of my post, though. The point of my post was a faint, forlorn little protest against the fact that this entire community has decided to sabotage the One D&D playtest process no matter the strenuous and vociferous protests of those who are actually super interested in an updated, refreshed, and improved Fifth Edition ruleset - y'know, the very people that the One D&D initiative is actually for. Do you adore 5e the way it is, and you'd love nothing more than to never change a thing again? THESE BOOKS AREN'T FOR YOU. STOP BLOCKING THEM.
You have the thing you want already. Nobody will take it away from you. Stop trying to pre-emptively take away the thing we want. Ne?
Henry Ford is very famously (if dubiously) as having once been asked how customer input affected the development of the Model T. His (apocryphal) response? "If I'd asked people what they wanted, they would've said faster horses."
Wizards is trying to invent a Model T here. The playerbase continually screams and rants and bellyaches and riots in pursuit of faster horses, instead. My concerns about One D&D are absolutely unchanged from page one, post 5. The only thing that's actually changed is that I am utterly and absolutely certain that in 2024 we're going to get a very confused horse on roller skates, rather than a Model T. Nobody in this accursed Sarlacc pit will let Wizards do anything else.
i dont follow the post on page 5. i play a good amount of forgotten realms. in fact ive never heard anyone say they dont like it. Essentails kit was my first campaighn as a player. It seems fine to me. plz explain further
There's not much to explain.
The Forgotten Realms are just a setting. Most modern adventures don't care much for the wider setting and it's lore because each edition under WotC has been largely self-contained. Sure, they shake things up. But knowledge of books from 20-40 years ago isn't necessary. They want people playing the game, and that means making everything accessible.
As for horses and roller skates, creatives make what they want and hope people will buy it. This happens with every industry. The feedback surveys give us a hand on the wheel, but we aren't the only hand, and we don't really have any control. People who want to buy the new books, and they'll likely be obligated to for organized play, will do so. People who are happy with what they have don't need to and may not. They'll still be able to play in the same adventures, so if they don't go with the "rules update" they can still buy future hardcovers.
I think most people are making a bigger deal out of this, because it's on the eve of the game's silver anniversary, than it really is.
just look at the gigantic list of names they have available for their Somebody's Whatever of Everything books. \
I need to get a bit pedantic here, and note that Tasha and Bigby are both from Greyhawk, and Fizban is from Dragonlance. Xanathar is the only realms one.
That said, I also don't really like the FR, and also chafe at it being assumed that's where the game is set, and also agree with much of your criticisms that everything you can do there has pretty much been done. I'd also add it suffers a bit from being a kitchen sink setting where they find way to shoehorn in every new species/subclass/idea they add to the game, and that by making it so all encompassing, they've largely stripped it of things that might make it unique and interesting.
But they have been shifting the overall idea of the default setting. In a recent video, Chris Perkins said the default setting for 5e is "the multiverse." To me that's a bit of revisionist history, as the realms were clearly the default setting for most of 5e's run. But I think they are realizing that maybe the FR aren't as popular as WotC once thought they were.
Also, I don't think we can really say what the revisions will look like, yet. The playtest that gave us 5e looked very different from the eventual release. It wasn't nearly as big an effort back then, and there were no videos with status updates and such. But the playtest material seemed to be heading in one direction, and lots of the final choices went a different way. It might be harder to make such a sharp turn this time around, but there is precedent.
I don’t object to moving away from FR as a default world in principle, but I think there should be some default lore/cultures for races; it’s harder to get into the roleplay of being a different race if you only have two or three brief and generic paragraphs to go on in the absence of the DM taking considerable time to write their own material. Was a part of MotM that I was disappointed by; they did a complete flyby on the race details when considerable lore had already been written and then become inaccessible to anyone who hadn’t already purchased those books. Obviously it’s not mandatory for DMs to use the lore, but it’s a foundation and a shortcut so people don’t need to work from scratch.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
It seems like some people are conflating a roleplaying / in-game status with that status granting mechanical benefits. I can play a warlock who signed a pact with Asmodeus, or a cleric of Lathander focused on his light aspect, from the start of Session 0 regardless of having any special Asmodeus or Lathander buffs.
Agreed. Being granted access to a Divine Domain is literally the god bestowing upon the cleric more power. Just because you don't have one at level 1 doesn't mean you don't have a deity.
The two tend to be intertwined in an RPG.
Depends on the RPG. There are more out there than you realize.
Divine magic, that power source, is just that. Not everyone who worships and serves a god can cast such spells. A carpenter in a rural village might worship Kelemvor and make coffins as necessary, but that doesn't make them a cleric, priest, or even an acolyte. Access to a Divine Domain is a deity bequeathing additional power onto one of their servants.
Whatever you think of mechanics can be explained with a little story.
The opposite is also true. a "priest" can be a cleric druid, ranger fighter or wizard as a class.
When you decide to play a class there is generally narrative you want but also a gamplay archetype and gameplay loops.(support, damage dealer, tank) Some archetypes lean towards certain roles mechanically but others are more open allowing a flexibility of styles.
often choosing a class is more about the gameplay you want. For example a scout rogue vs a ranger. They both can often do the same job but it's the mechanics/gameplay that that draw people to a preference.
I think you're confusing D&D for all RPGs. And not even all editions of D&D, choice of deity didn't do anything in Basic D&D or AD&D 1st edition.
personally I don't have any issue with clerics gaining their domain at 3rd level. They can worship whatever god they choose, and get their spellcasting and other powers from them. And at 3rd level, the god bestows upon the cleric additional powers to fit their (the gods) need. I do feel that the domains covered by different deities are a bit restraining. There should be all kinds of aspects to a god, not just two or three. You may choose a god of war, but peace can be part of an aspect of war (might be a bit of a stretch depending on the god). Same with healing, etc... Also, if you choose to worship a god of one aspect and a domain of an opposing aspect (war/peace, death/life, etc) either it's a cool RP decision or you really aren't concerned about the narrative and just see the class/subclass as just a bag of mechanics. Not that there is anything wrong with that. I take that perspective from time to time, to flesh out a concept I would like to play. I'm sure there can be other reasons as well.
I feel the same for Sorcerers. You have an innate ability to cast spells. It's a part of you. If you are deciding that you want to play a storm sorcerer at 1st level because your mother was caught in some magical storm while pregnant with you, or whatever your backstory is, why can't you still have that backstory and see the actual repercussions of it when you hit level 3? If your grandfather was a dragon in human form who got your grandmother pregnant why can't you be that grandchild that starts showing the an aptitude for magic, but it isn't until 3rd level that other features start to manifest, like scaly skin, etc?
Warlocks are the toughest, but I still see them as delvers into secret magics who learn to cast and perform rituals and it's at level 3 you strike a deal with an entity. If you make a character in 5E and say, "I want to be a fiendlock because I have this cool backstory of how I made a deal with a devil (or an ancestor did)" and start playing/RPing as a fiend warlock at level 1, why can't you do the exact same thing and the fiendish powers start manifesting once you prove yourself to your patron at level 3? If you change your mind, maybe it wasn't actually a fiend you were in contact with, learning dark secrets, but an Archfey or Cthulhu instead.
There are ways to fit the narrative to these changes. And I don't personally have an issue doing so. But others feel differently, and that's ok too.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
For warlocks it could definitely be the patron has not revealed their true self to you, or revealed themselves at all. That doesn't seem a problem to me at all. Cleric could easily be you have a God you worship, but have not chosen what aspect of the God you revere most. Typically they have multiple domains in their portfolio.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
It still seems weird; domains and their aspects are pretty distinct, both in terms of the concepts they cover and how they play. Doesn’t really fit that you sit on the fence until 3rd level, imo. Same for Warlocks.
Eh, in terms of 'realism' I have trouble with waiting until level 3 for any class. It's just a game mechanic; start PCs at level 3 and the problem goes away. :)
Maybe it's not sitting on the fence, maybe it's earning your place. The cleric chose the god, but its takes time before the god is willing to choose the cleric.
Same for warlocks. They cut a deal with the higher power, but the power is still going to need them to prove themselves a bit before they start giving out the good stuff.
In either case, it can be a little RP thing for the character to resolve. An early goal and a tangible step toward their ultimate goal, whatever that is. Earning something always makes it more valuable than if its given away to just anyone.
Well the deity isn’t like buying a car. Select the model and then what features you want. I know the player is the one that chooses the domain. But the character might not have the choice of what domain the deity bestows upon them. The cleric is the servant of the deity and the deity may have chosen a certain path they want them to take via the domain. And it’s not like the deity says “Hey cleric you are going to be Nature domain”. It’s more like, in my mind, the cleric may have already had some connections to nature and the deity bestows upon them the spells and powers to help fulfill that role.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Enough people love 5e the way it is. Take the things they don't like - powergaming, whatever - and move that to a new VTT platform with another name, 6e. Run both concurrently getting two revenue streams that can appeal to varied audiences.
I don't think that will happen and probably a bad business decision. If they split the game between 5E and 6E they either need two teams to develop each one, costing them more money. Or they stop all development on 5E and put all resources into 6E, so the 5E fans lose out over time, costing them money.
Anyway, looking at the direction they are going, along with some of the backtracking they are already prepared to do (subclass progression going back to 2014 version, Crits back to 2014, etc) there may be less changes to 5E than many are thinking is going to happen. It's still too early to see, since we haven't seen any revisions of the classes yet.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Yeah, this is reading like an edition update, not a new edition, so there’s no reason to stop supporting or selling most older content. Core 3 would be the exception since they’re what’s explicitly being replaced, but just adding the new products here makes far more sense than building a whole other site.
Henry Ford is very famously (if dubiously) as having once been asked how customer input affected the development of the Model T. His (apocryphal) response? "If I'd asked people what they wanted, they would've said faster horses."
Wizards is trying to invent a Model T here. The playerbase continually screams and rants and bellyaches and riots in pursuit of faster horses, instead. My concerns about One D&D are absolutely unchanged from page one, post 5. The only thing that's actually changed is that I am utterly and absolutely certain that in 2024 we're going to get a very confused horse on roller skates, rather than a Model T. Nobody in this accursed Sarlacc pit will let Wizards do anything else.
Please do not contact or message me.
Sigh.
OTL
Okay.
Some players don't like the official books insisting they play in the Forgotten Realms. Either they like a different Official Setting such as Eberron or Exandria, or they homebrew their own settings. Until very recently however, just about all of the official books assumed that every single game of D&D was played in the Forgotten Realms, and furthermore tended to assume that every player in every one of those games was deeply and intimately conversant with every last inch of the Forgotten Realms' fifty years of broken, inconsistent, self-contradictory 'lore'. If you don't know (or give a shit) who Elminster is, if you can't name every district of Baldur's Gate off the top of your head from memory, if you can't define the political heirarchy of Icewind Dale for the last four hundred years, if you can't produce an accurate timeline for every single major event in the history of Toril for the last twenty thousand years? You're not supposed to be able to play D&D. Many, many, many players have stated that this knowledge should be considered foundational for any proper game of D&D and anyone who doesn't know it - regardless of the reason for not knowing it - is simply not taking the game seriously and should be removed from play.
I take severe offense to this idea. The Forgotten Realms is a bloated, mouldering putrescent corpse of a setting in which all the adventures have already been had. You and your character will never amount to anything given the overwhelming glut of Legendary Heroes from fifty years of D&D back lore just jumping at the chance to take their blades down from the retirement wall and wade into Glorious Battle again. You can't throw a stick in the Realms without hitting a Legendary Archmage - just look at the gigantic list of names they have available for their Somebody's Whatever of Everything books. The Realms are done. They are solved. There is no more room to play in the Realms unless you throw out all the existing lore and the multiple thousands of Legendary Heroes, at which point you're effectively homebrewing your own setting and just calling it 'The Forgotten Realms'. And you'd best be prepared for grognards to complain and undercut you every step of the way for Daring to Get Lore Wrong.
Bleh.
That wasn't the point of my post, though. The point of my post was a faint, forlorn little protest against the fact that this entire community has decided to sabotage the One D&D playtest process no matter the strenuous and vociferous protests of those who are actually super interested in an updated, refreshed, and improved Fifth Edition ruleset - y'know, the very people that the One D&D initiative is actually for. Do you adore 5e the way it is, and you'd love nothing more than to never change a thing again? THESE BOOKS AREN'T FOR YOU. STOP BLOCKING THEM.
You have the thing you want already. Nobody will take it away from you. Stop trying to pre-emptively take away the thing we want. Ne?
Please do not contact or message me.
There's not much to explain.
The Forgotten Realms are just a setting. Most modern adventures don't care much for the wider setting and it's lore because each edition under WotC has been largely self-contained. Sure, they shake things up. But knowledge of books from 20-40 years ago isn't necessary. They want people playing the game, and that means making everything accessible.
As for horses and roller skates, creatives make what they want and hope people will buy it. This happens with every industry. The feedback surveys give us a hand on the wheel, but we aren't the only hand, and we don't really have any control. People who want to buy the new books, and they'll likely be obligated to for organized play, will do so. People who are happy with what they have don't need to and may not. They'll still be able to play in the same adventures, so if they don't go with the "rules update" they can still buy future hardcovers.
I think most people are making a bigger deal out of this, because it's on the eve of the game's silver anniversary, than it really is.
I need to get a bit pedantic here, and note that Tasha and Bigby are both from Greyhawk, and Fizban is from Dragonlance. Xanathar is the only realms one.
That said, I also don't really like the FR, and also chafe at it being assumed that's where the game is set, and also agree with much of your criticisms that everything you can do there has pretty much been done. I'd also add it suffers a bit from being a kitchen sink setting where they find way to shoehorn in every new species/subclass/idea they add to the game, and that by making it so all encompassing, they've largely stripped it of things that might make it unique and interesting.
But they have been shifting the overall idea of the default setting. In a recent video, Chris Perkins said the default setting for 5e is "the multiverse." To me that's a bit of revisionist history, as the realms were clearly the default setting for most of 5e's run. But I think they are realizing that maybe the FR aren't as popular as WotC once thought they were.
Also, I don't think we can really say what the revisions will look like, yet. The playtest that gave us 5e looked very different from the eventual release. It wasn't nearly as big an effort back then, and there were no videos with status updates and such. But the playtest material seemed to be heading in one direction, and lots of the final choices went a different way. It might be harder to make such a sharp turn this time around, but there is precedent.
I don’t object to moving away from FR as a default world in principle, but I think there should be some default lore/cultures for races; it’s harder to get into the roleplay of being a different race if you only have two or three brief and generic paragraphs to go on in the absence of the DM taking considerable time to write their own material. Was a part of MotM that I was disappointed by; they did a complete flyby on the race details when considerable lore had already been written and then become inaccessible to anyone who hadn’t already purchased those books. Obviously it’s not mandatory for DMs to use the lore, but it’s a foundation and a shortcut so people don’t need to work from scratch.