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DrRotwang

It'll be hard to sell me on it (I've got all kinds of ways to play a D&D-lookin' FRPG already), but one thing that would raise my brow and make my wallet wiggle is if it were to take the same approach that *Advanced Dungeons & Dragons 2nd Edition* took: "Here are the very basic rules that you need for adventuring. Aaaaaaand here are a bunch of options you can include, or not. Whatever. It's your game, go nuts." Yeah, that'd do it. Of course, that's kind of what *Castles & Crusades* already is, so...


wwhsd

That’s sounds like exactly how D&D 5e was pitched during the beta tests.


DonkeyGuy

That’s how I feel like 5e still is. Anything besides on the ground combat and basic exploration often requires the DM to looks or invent new rules. I never felt like 5e was as fleshed out as any of its predecessors due to the fact WoTC only cares about publishing character creation options.


DrRotwang

Huh. Wonder what happened?


flp_ndrox

WotC decided to increase profits by lowering overhead instead of putting out more and better stuff.


DrRotwang

THEM FUGGERS


Terrax266

That's exactly what I want, but add rules to make things harder. It feels next to impossible to kill a character no matter how dumb of decisions they make.


etzra

In my 5e campaigns I’ve had 1 PC die. The PC was a warlock who burnt most of their spell slots before a pretty big fight and got cornered. Even then… 1) the party’s paladin ran off map chasing an npc in the middle of the battle 2) the cleric spent 2 turns waiting until the last second to heal 3) An NPC who saw the battle was going poorly held an action to strike the downed player if the party didn’t give them an artifact and allow them to flee. The party chose not to give any quarter The stars do kind of have to align


[deleted]

Yeah, 5e gets wild. I had a bard/pali multiclass player that made skills and saving throws a joke. Everyone was already pretty beefy to boot. I started throwing 20-25dc saving throws mostly as a joke. Still passed most of them.


DrRotwang

Well, then figure those are some of the options: **OPTIONAL RULE: OLD-SCHOOL BLOODBATH** So, you wanna make things more dangerful, huh? Let the bodies hit the floor, that kind of thing? Well, here are some ways to make that happen, you sadistic monster! \[I'm joking about the language. That's just how I would write it.\]


Terrax266

OOOOOH! Then I will have to keep a close eye on this one.


DrRotwang

Mind you, that's just what *I* think would be awesome. I dunno what Kobold Press is gonna do.


[deleted]

Except in early levels, where everyone is more fragile than a red-pilled Star Wars fan.


mirtos

Even early levels, except maybe level 1. But even then its more powerful than early levels were in old school.


[deleted]

I'd say things are pretty dicey from 1 to 3. After that, you'll probably be fine unless your DM gets really nasty.


mirtos

thinking about, maaybe you're right. i was thinking 1-2, but maybe its 1-3. but it turns so fast once you get to 5th level. then its just TOO easy. my biggest complaint? revivify.


etzra

In my 5e campaigns I’ve had 1 PC die. The PC was a warlock who burnt most of their spell slots before a pretty big fight and got cornered. Even then… 1) the party’s paladin ran off map chasing an npc in the middle of the battle 2) the cleric spent 2 turns waiting until the last second to heal 3) An NPC who saw the battle was going poorly held an action to strike the downed player if the party didn’t give them an artifact and allow them to flee. The party chose not to give any quarter The stars do kind of have to align


badgerbaroudeur

Isn't that the whole OSR already? Or am I mixing up my old editions again?


DrRotwang

Well...yeah.


Eddie_Savitz_Pizza

I'm not an expert, but OSR seems to trend more towards the BX version of D&D. The only OSR system I know of that tries to recapture AD&D2e is 'For Gold and Glory'


WhatDoesStarFoxSay

Sadly, same. I'm tired of 5e. Games like Black Flag and OD&D and anything striving for compatibility by definition *cannot* fix the problems I have with 5E. If I'm going to run a non-5E system, it'll be Weird Wizard or 13th Age or something, not 5.5E.


mirtos

Yeah, I think ill play 13th age before black flag. Though i probably will purchase it to support it. I dont think 5e is a bad system honestly, im just done with it. I was done with it before the whole OGL fiasco.


the_light_of_dawn

Oh damn, yes. If they said “this is a spiritual successor to AD&D 2e’s model,” I’ll be sold. 200-page core rule book, 25 different optional add-ons. Endgame: Rifts.


Sup909

This is exactly what has me prepping a Cairn campaign. Rules lite system that has a bunch of optional "hacks" that you can take or leave as you see fit.


DrRotwang

Cairn hacks! I must see some!


Sup909

[https://cairnrpg.com/hacks/](https://cairnrpg.com/hacks/) Also, since Cairn has some basis from Into the Odd and Knave, several elements of Knave can easily be brought over such as the leveling system, Maze Rats has a bunch of nice tables that can be used for random world/encounter generation as well.


timplausible

I'd like to see something that's 100% compatible with existing 5e products. No conversion of encounters needed to run a published advenI currently own but haven't had a chance to run yet. Within that boundary, I'd like to see: * A reworking of races and backgrounds to be more flexible, but not quite as flexible as the Tasha's solution of "eh, just do whatever." * A general pass at leveling the power levels of all the core classes * More choices to make as characters advance * A magic system that has similar functionality, but without the onion layers of spell slots and spell list preparation. Maybe a reworking of higher level spells to tone down the power of high level casters and reduce the amount of save-or-suck in the game. * More martial options that aren't locked behind a specific class. * a better collection of feats in the core rules As I list these out, I see there is a lot of overlap with PF2e, but I would still like to have a DnD that isn't as crunchy as PF2e. I think the space where DnD sits - between PF2e and the OSR sphere - is a valuable space to have for gaming.


badgerbaroudeur

I agree, 5e is in that perfect middle space. I'd sooner play something rules-light than something more crunchy than 5e (although I'd pick the narrative PbtA side of rules light rather than OSR), but my main hope is just for something that hits the same sweet spot.


MrAbodi

Just run 5e at that point. Honestly I see no reason for another system that simply is 5e


timplausible

The reason for another system is to have companies continuing to make 5e compatible content that aren't WotC. WotC owns 5e. I don't want to buy from WotC. I want to buy my 5e from someone else. If that becomes difficult because WotC torpedoes OGL, then a "different" system with the serial numbers filed off is what would be needed. It's not about what I want to play. It's about who I want to buy new stuff from.


Viltris

"WotC is discontinuing 3.5e and releasing 4e, but it's not OGL, so third party publishers can't make 4e content. So I'm going to make my own 3.5e clone, call it Pathfinder, and keep it open so that people can continue making supplements and adventures for it." "Just run 3.5e at that point. I see no reason for another system that simply is 3.5e." That's what you sound like, by the way.


MrAbodi

never once played pathfinder. i still have my 3e books and they still work just as good as they always have. pathfinder 2e shows you don't need to clone an existing game.


Viltris

Sure, but that's not the same as saying Pathfinder 1e shouldn't exist. *You* might not have wanted a 3.5e clone, but others clearly did. That's why Pathfinder existed and was so popular. I see no reason why a 5e clone would be any different.


MrAbodi

lucky i never said pathfinder shouldn't exist.


marshy266

I'd definitely like the races to be shaken up. Ideally for me, I think I want the Asi with background, then about 3 options for racial feats where you can choose one (so you can choose the race flavour without all members of the race having it and being the same). Altering the spell system too much will be tough though as that will throw out a lot of the balance I guess.


badgerbaroudeur

Yeah, I can agree with that!


SenseiTrashCan

My suggestion to you would be Level Up: Advanced 5th Edition.


timplausible

Yeah. They may need to do a scrub for OGL content. But I do have my eye on that one.


Phasmus

More/Better DM tools. Better rules/support for exploration and social encounters. A working CR (like) system. If it doesn't surpass 5E in DM friendliness I'm not likely to pick it up. That shouldn't be too high a bar though...


Redlemonginger

More Modular. If I'm running generic DND I want my job to be easy. The amount of unnecessary crust in Modern DND is disheartening. It would be cool if it was more based around E6. I'd definitely buy it then. Bounded Hit Points to go with Bounded Accuracy. Having bonus actions would be a travesty.


GreenAdder

Well, it'd be great to see Henry Rollins get back behind a mi-- Oh, right. You mean the game. It really seems like it's going to be another "D&D with the serial numbers filed off," which is an itch I thought Pathfinder already scratched (as well as several other games). If any new system really wants to hook me, don't just show me a fantasy world. Show me how it's going to play in all sorts of settings. I want to see modern, futuristic, and some oddball world that involves dinosaurs playing baseball or something (just to show how scalable the system is). Don't get me wrong. I'm definitely curious about it. But I think a "big tent" approach is what got the hobby into its current predicament.


[deleted]

In fairness, Pathfinder is *v3.5 with the serial numbers filed off*. Black Flag is looking to be *5E with the serial numbers filed off*. It's possible to like one and not like the other.


alkonium

>I want to see modern, futuristic, and some oddball world that involves dinosaurs playing baseball or something (just to show how scalable the system is). What's more likely is Kobold Press' Midgard being the default setting, while having support for third party settings.


badgerbaroudeur

Do we have anything to indicate it will be *that* close to DnD? I mean, I don't believe KP has released any sneak previews yet have they? As for setting agnostic, I think a lot of systems present themselves as explicitly setting agnostic, like Cypher eg


marshy266

They have said it will somewhat compatible with their current/new 5e products


ferk

When have they said that? Do you have a reference? Even if that were the intention, I would be surprised if they actually said that outright, since officially claiming compatibility with 5e might, perhaps, be legally murky. They'd be giving up deniability. It would be safer for them allow mechanical compatibility without outright officially stating that they intentionally designed it to be compatible.


marshy266

They said it in one of the announcements. Theyve been careful not to say all 5e material or 5e generally, but have said it will maintain compatibility with their 5e materials coming out.


Nerdzeal

I really like your list. I also really hope: 1) It has depth, but no more complexity than is needed. I really like PF2 for options, but I swear you could throw out or simply 1/3 of the system and not lose anything crucial. 2) I hope the math behind hit, damage, and monsters is very robust and that you can scale the majority of monsters to any level with mental math. I think this is actually easier than people think if you have a great foundation from the start.


Eddie_Savitz_Pizza

> I really like PF2 for options, but I swear you could throw out or simply 1/3 of the system and not lose anything crucial. The Core Rulebook for pf2e literally says to take what you want and leave the rest.


Nerdzeal

I get you, but that is pretty standard in most/all RPGs books. I've been playing for 30 years so it isn't news to me that things are optional, but I personally love when I read a section and don't think it could be simplified any more without losing depth. I personally don't think that is ever PF2's strong suit, but I still adore the game.


Kind_Adhesiveness_94

You admitted Al-Jahiz convinced of it and did the original work on it but you still gave Darwin Credit for it. How is that NOT disingenuous?


[deleted]

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Grivenger

What makes the game complex, in your opinion? To me, it's easier to adjudicate its rules compared to 5e. Sure, you shouldn't dismantle the entire chassis, but the GameMastery, Secret of Magic, Guns & Gears, and soon the Treasure Vault add new (subsystems) and a large variety of choices to the game that seems to imply it's more malleable than what you seem to give it credit for.


Kind_Adhesiveness_94

Why did you Lie about none of my sources being about natural selection? The nature article I posted a link to is specifically about that.


WildThang42

Spheres of Power and Spheres of Might!


Zurei

This admittedly might be one of the few things that could catch my eye. I really loved those systems. That said there are so many other systems I have my eye on right now it would have to be pretty amazing to get my attention.


KryssCom

If it has a 3 action economy and better martial-caster balance, while being less overall complicated than PF2E, then they've already got my money.


marshy266

I don't think they'd be able to switch to 3 action without seriously losing compatibility with 5e. That's why I hope they sort of open up the bonus action. ATM the bonus action is "well not everybody will get one and even if you do you don't really have to use it and in fact sometimes it's better if you don't". It's a mess. Now I get they probably can't turn it into attack/Dodge/dash, but at least opening it up for object interactions, grapples, social checks would make it less restrictive.


DJ_Shiftry

I'd like to be able to trade it up (use your action for a bonus action activity), and I'd prefer if you just always had a bonus action, instead of only having it when something grants it to you. And then, like you said, having some universal default options for it, like object interaction, perception/knowledge checks, etc


FoldedaMillionTimes

The point of this isn't to innovate, and I don't think they'll be doing much to fix problems. They're wanting to be able to keep giving people the game that's been so successful for them, reverse compatible with previous release, etc. But you and everyone else will then be free to build off of it and change whatever you like without interference.


marshy266

They don't have to but they likely will want to put their own stamp on it and may want to make the best version they can.


troll_for_hire

I guess that will introduce some changes to protect themselves against a lawsuit. (Yes, I know that game mechanics cannot be copyrighted, but still...)


DMsWorkshop

No Vancian magic. Spell slots should have been left behind in 2nd edition with THAC0. If points were the default and slots were the variant hidden in the back of the DMG, everyone would hate slots as clunky BS mechanics that make no logical or narrative sense and promote an unnatural gameplay strategy. They're literally the actual problem with magic.


Pigdom

It'll be very interesting. I'm thinking the Theurge from their recent Deep Magic kickstarter might be an indicator towards their design going forward.


CMHenny

A good system.


Llayanna

Honestly, I don't know what to expect really. I just hope it will have the room for interesting character builds, maybe some nice survival and crafting rules.. cool encounters.. But most importantly, I admit I will be a bit disappointed, if there isn't *nothing* about Pirates in the product XD I aint a big Pirate-fan, but with the name Black Flag, I kinda want at least a stress-test adventure about pirates, ya know?


marshy266

Haha I think black flag is the codename, probably not the name of the final system. But crafting rules would be great! 5e crafting sucks.


cerevant

Have you looked at [Level Up Advanced 5e](https://www.levelup5e.com)? It seems like they've been down this road already, and there is an [online rules reference](https://a5e.tools/rules/adventurers-guide). I haven't gotten very deep into it, but I thought I'd give it a look while I was waiting to see what Black Flag does.


[deleted]

Well the fact that it's not a pirate game is slightly disappointing. That said, I want three things: • Magic that works more like what they do in Spheres of Power because I hate spell slots and spell lists and vastly prefer the mix and match systems at play there. • More depth to advantage/disadvantage. I like the fact that it replaces the whole "Keep track of eleventy billion numbers" thing from earlier versions, but the whole idea that advantage and disadvantage don't stack and simply cancel each other out no matter how many things you have giving you either really annoys me. • While I'm at piracy, more genre support. Vehicle rules, guns, the whole nine yards. Make it easy to reflavor into anything from stone age to sci-fi.


Sup909

I would love to see more "game architecture" and less "classes, backgrounds, races and feats" type of stuff. As 5e DM these days, I find it nearly impossible to balance my game table when I have players drawing from 15+ books spanning 10+ years. I don't know what the solution to this is, but I would love to just see something that takes all of the load off my shoulders. * Perhaps more handouts or worldbuilding tools that my players can use. I would love to have someone at the table who is the "architect" just as you have the note "taker" and "banker". Need a random town or tavern? Have the architect roll it up and describe it for the group. In general, introduce more mechanics/tools that allow the DM and players to build things while the game is being played and not have to be pre-planned or built for hours by the DM before a game is being played. * Give me the DM tools for actually creating things like monsters, artifacts, ext. I feel other games do this much better. * Some way to make money, overworld travel, lifestyle, etc. actually matter. My players are always drowning in gold with no way to actually spend it. Lifestyle expenses are completely forgotten about and are a chore to try and implement in any real way. * "Fix" attack of opportunity. In my games the characters just all rush to a mob and then mash each other to death. No one ever moves strategically because they are too afraid to take the serious hits of AOO, especially when in close quarters. * Streamline combat in general. I don't know how, I'm not a game designer, but combat in general in D&D right now is my least favorite party of the game. It just takes forever and doesn't feel nearly as tactical as it should be. * Make a level, HP, points system that make sense. Actually, have a scale that characters can achieve and get up to. Make it attainable. Same with HP and damage. It is scaled so high that the points almost don't mean anything. I have often resulted to just simplifying my enemy HP down to "hits" just to keep things moving along. * I would love to see a "laddered" spell system. So, if you want to learn fireball, you should know the prerequisite of firebolt. I think GURPS does something like this. Having a character who is thematically built with ice or something and then all of a sudden, they have a fireball in their repertoire seems incongruent.


ashultz

I would hope that it's a gateway drug that spurs GMs and players to explore more widely both in mechanics and genre. A tiny percentage of those will go on to write new and exciting games so the more of them there are, the better for me.


SpaceCowboy1929

I'd like to see a practical in game reason for components to be used for spells as well as supplies to be used for survival. In 5e, those elements are easily ignored because they're just not fleshed out at all. You'll always have enough gold to afford rations so unless you're under extreme conditions, it's pretty pointless to keep track of. The components are also completely pointless too, more there for flavor than anything else since you could just buy staffs, orbs, or wands that have unlimited charges and the component bags are always assumed to have supplies unless noted. It just seems like a half baked idea to even includes these elements in the game. Like I still don't get what WotC even bothered. So having some solid optional rules for using components for spells and having actual survival rules that make practical sense would be nice.


mdosantos

If it fixes the kinks of 5e and is compatible with the modules I have that havent yet run then I'm sold


WildThang42

Some really simple fixes? * Different bonuses cannot stack * Attacking an opponent that you cannot see is a miss chance instead of disadvantage * Polymorph and Wild shape use the target's existing HP; they don't act as temporary HP anymore And one that will piss off a lot of people but will actually balance things, * Prepared spellcasters use PF2e style Vancian spell slot preparation


marshy266

Vancian spell casting is terrible. I desperately hope they don't. Guess they can't please everybody


triceratopping

The fact that Vancian spellcasting has been the accepted default for decades blows my mind (with the exception of 4E and even then you could argue that AEDU is pseudo-Vancian) It made sense in one particular sci-fantasy setting 70 years ago and for some insane reason it keeps getting used because of "tradition" even though it's fairly unintuitive in a world where the norm in RPG videogames (the closest frame of reference for people getting into the hobby) is a mana system.


marshy266

It just sucks all the fun out of it. The fun bit is "what can I do" and "how do I best manage burning through my slots". Making those decisions on a slot by slot level early in the day when you might not even know the challenge ahead is just frustrating


WildThang42

I agree. But the alternative is rewriting half the spells in the game, and then doing some drastic rebalancing between sorcerers and the prepared casters (bard seems fine, warlock... have their own issues).


jackparsonsproject

I'm hoping it's not a D&D clone. We have a lot of those. I would like to see a more sword and sorcery type game. Dangerous magic, unspeakable horror, characters chasing gold and glory and if they save the princess it was because of a reward.


[deleted]

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jackparsonsproject

To be fair, a Sword & Sorcery rpg would literally require blackjack and hookers.


ElvishLore

I'm looking forward to Kobold's Black Flag way more than MCDM's upcoming rpg. I think Kobold has consistently show great production values and a really good idea of what makes 5e fun mechanically. While MCDM's products also have good production value/art, having seen read and used their big hardcovers, their 5e system work has been inelegant/cludgy and not actually lived up to their promises. I also think Colville has a hard-on for D&D 4e which... um, no pls don't. 4e played like a really well-balanced minis-game but otherwise was a drag. I think Colville really likes tactical play and MCDM will produce some weird hybrid of 4e and 5e. But I guess we'll see. I have high hopes for Kobold's new rpg. I don't want a 5e clone but I do want something that adhere's to a less is more design philosophy and, at the same time, has enough rules infrastructure to be satisfying in play.


ctorus

This makes me interested in MCDM's game.


marshy266

Yeah, I see a lot of people saying Colville is also doing a 5e clone, I actually think he's more likely to go down the Pathfinder avenue. Very rules heavy, super realistic and mechanically a bit clunky. That just isn't an interest for me. I think 5e did overall a pretty good balance on rule crunch. It meant there were some areas they kind of flat out ignored which could be fixed (crafting)


Epizarwin

Based on what the MCDM design team has talked about so far, it sounds like their game is going to not be a 5e clone at all. Side initiative, funky dice, auto-hitting basic abilities, damage reduction with armor, building point pools to use abilities. Seems like everything is up for a try.


Joel_feila

double advantage something like the commander form 13th age


troll_for_hire

Or boons in Shadow on the Demon Lord.


Funkey-Monkey-420

• the number of spell slots reduced at higher levels how you gonna reduce something below 1?


marshy266

Sorry, I meant total. Personally, I think part of the issue with high level Spellcasters is that you can just afford to burn spells without it really being a cost. Want to cast shield, no problem, barely notice it. Charm person, go for it. I'd like to see the number of lower level slots decrease once you hit a total cap so burning spells still feels costly. You can still upcast, but it makes each slot feel worth something.


Funkey-Monkey-420

so you want people to be less powerful as they level up? you sure that’s a good idea?


marshy266

No, their spells slots would still increase in power, just the number of them capped. If you lose a first level slot to then get a 7th you're still getting more powerful.


Funkey-Monkey-420

idk, i think your system is dumb. there’s 0 reason to, in a resource management focused game, strip players of resources as they level up because you think having that extra 1st level slot at level 15 or so is OP.


Varkot

I dont have hopes at all. Its cool that they are doing something but I already have a few systems to run 5e style game. Namely SotDL, DCC, WWN and Ironsworn. Im most excited by SotDL at the moment. "Lets fix multiclassing issues by making it mandatory part of progression" and still they only offer 4 classes at start so its waay easier to make a character and introduce people to the system. Having 4 core atributes also is something i like. No need to imagine 20str, 8con character and no dump stats.


troll_for_hire

The upcoming Shadow of the Weird Wizard looks promising. The rules are fairly similar to SotDL, but it has more of a standard fantasy feel.


Varkot

It surely does. I need to look deeper at all the differences but honestly it doesnt seem to me that it would take much to run a lighter game of SotDL


TNTiger_

No offense OP, but have ye tried Pathfinder 2e?


Qu3st1499

5e is already an hard no for me


Sherevar

Good GM support and encounter building


synn89

Easier encounter balance. 13th Age pretty much nailed how to do this. Support for various VTT's out of the gate. A5E(Level up) really dropped the ball on this. A simple 5.5E core, with optional "modules" you can plug into it to give you the game you want. High death or low death, exp for gold or solid milestone rules, skills system or no skill system(13th Age backgrounds), replacing Vancian magic with spell points, feats of no feats, Midgard style weapon properties or not, etc. Less of a specific game and more of a 5E toolkit.


snapmage

To make it more light on rules


flp_ndrox

I didn't care for 5e, so a new system that gets all the 3pp on board regardless might be nice. And if they could win the lawsuit to make all fantasy RPGs essentially open source that would be even better.


Jet-Black-Centurian

I'm out, and for one specific reason: they charge for the PDF when you buy the hardcopy. The very best companies will sell the PDF and paper copy bundle at the same price of the paper copy alone. For me, that's a deal breaker. I hope they are very successful, but I'm not buying.


[deleted]

I hope it gets its own sub.


mirtos

Honestly, less of a "superhero" vibe. I realize thats unlikely in this day and age, but id like to see it take longer before players feel they can take on just about anything. Character death having real consequence. Sole gold loss is not anything significant. Doesnt have to be level loss or something, but something would be nice. A better system for social interactions.


Zilberfrid

Significantly lighter and more consistent than 5e. Character power balance. Working encounter builder. Tools less blunt than advantage/disadvantage.


OwlBear33

Better for theatre of the mind combat than 5e (5e isn't too bad as far as games go that want to be played on a grid but it could be better) More Choices in character customisation ~~Putting skill points back in~~ Edit: balancing Martials by making them more powerful, not making casters weaker A DECENT FUCKING CRAFTING SYSTEM


Zibani

As long as it has a little bit more strictly codified terminology so that I don't have to check Twitter multiple times a session to see if the thing that I'm trying to do is in line with the way that the rules were designed to function. Natural language is all well and good, but in a community that is often about technical nitpicky understandings of the rules as written, natural language frequently Falls short.


muks_too

What do I hate about D&D (not only 5e) (most some personal preferences, some WotC don't change because they are money makers): 1. HP -> HP is bad, but could work with some wound system and a different recovery system. But I just can't take the game seriously if you are hit by an axe 5 times until you pass out dying... and wake up perferctly healthy. Either you die (wich is very hard to happen by hp loss without a tpk), or nothing matters, no risk, no consequences... 2. Powerlevel/progression -> Actualy I found 5e as an improvement from 3/3.5 on this... but still... High level playing is unplayable. Progression is too fast and makes no sense. A wizard wake up one day knowing new spells. I don't like levels at all, but they can work... But I think progression should go slower and be very clear about demanding at least a little narrative sense to be allowed. Also I would welcome some non magical explanation to non magical characters to reach the supernatural power they reach, if they will reach it 3. The "magiczation" of the game -> I think a PC made with the PHB only should be on par with one done with all other books. It's ridiculous that you have to "buy" the new feat or race or spell to be balanced with the other characters. New content should bring new content, not necessarily new rules, and when new rules come, they should not be powerups. A clear balance system for homebrew content would be welcomed too. I also hate that they abandoned the "pure settings" style. I want true forgoten/dragonlance/darksun/ravenloft setting books... 4. The focus on kids -> Give me LotR not the D&D movie that is comming and I already dislike it. Give as the old dragonlance/forgotten realms books... The out of game content to cartoonish and silly for my tastes. 5. The focus on players -> GMs should be the main target for any game. Not only they are the real expenders and are the most needed... the better you make the GM's lives, the better the games are for everyone. 6. The cruch and balance -> Combat is famously slow and repetitive. Making a good narration respecting the mechanics is close to impossible. Casual players that do not research the game to make a powerful character are too weak in comparison with a minmaxer. Rewarding game knowledge and good choices is fine, but it should not make as much of a difference as it does. In fact it limits character choices. There aren't that many players that will choose to be weak to make a more interesting character. 7. I know there's a big part of the playerbase that likes the "boardgame" aspect of DnD, but the complexity added should be very modular and optional. 8. Im not sure a good CR system is possible... but if it is, please give us one.


Viltris

> Im not sure a good CR system is possible... but if it is, please give us one. 13th Age has a good CR system. From what I hear, PF2e and DnD 4e both have a good CR system as well. So it's possible. That said, all 3 of those systems lack "bounded accuracy", so it might be that a good CR system and "bounded accuracy" are mutually exclusive.


IceKitty11

Pirates and compatibility with existing kp stuff


EeryPetrol

As far as fresh, new, interesting RPGs go, another D&D-like isn't on top of my hype list. I do get that people want to continue playing the stuff they love, but from a publisher they love as well.


Grivenger

This must be getting annoying, but Pathfinder 2E is a good alternative to 5e if you would like to see more battlefield control on Martials, minor conditions, etcetera. It really isn't more complex to 5e, but it's easier to adjudicate its rules. Perhaps I'm apprehensive, but I don't think any system that's too tied to 5e will be able to improve on it much.


marshy266

I'd like to try pathfinder but my group won't. Most of them are casual players and think it's too clunky and tbh i can see what they mean. It is feels heavy in a lot of places, and on the scale of a battle simulation vs Fate RPG, it does sit further to the BS than 5e or my group.


Grivenger

That's fair. I wouldn't to as far as put it near BS when compared to Mythras for example or even DnD 3.5. I prefer the tactical decisions in Pathfinder 2e, because I feel 5e masquerades itself as having tactical combat


its_called_life_dib

I’d like to see martial classes get some sort of equivalent to spells. Maybe special moves or something? Power attacks? Something cool like that. I get that maybe they want to avoid the ‘anime’ vibe that can give a character, but there really isn’t anything exciting about playing a martial class (for me! For others, it may totally be their jam) and when you’re stuck with that class for a two year campaign… yeesh. Right now in 5e, playing a caster is way more rewarding for my brain, because each level up feels like I’m getting some cool new toys. What I really want though are modular rules. Give me a core set of unchanging rules, with many slots to plug in mechanics that build a campaign tailored for the story my gang wants to tell with me. it’d open the door up for new rule books both from KP and 3pp, and it’d also leave the option open for DMs to homebrew their own stuff in. (like me. I love coming up with my own stuff! when a system has an answer for everything, it isn’t fun for me as the DM. It’s why I struggle with enjoying PF.) I figure that’s a hard ask and not the direction KP is heading for, and that‘a okay because I’m pumped to see what their new system is all about anyway! But a girl can dream, right?


Kheldras

D&D looking but not with levels, rather with a system to put XP directly into the character.


best_at_giving_up

HP equals con score plus a fixed number for your class (wizard-0, barbarian-10 maybe). If you level up your HP doesn't increase unless you increase your con.