Continuing on from this post.
So, what design goals do I think would help the D&D After Next (D&D AN) be a better game? First, a note on what I mean by ‘better.’ I want a new edition of D&D to lower the barrier-to-entry of the hobby, to expand the market, to make new gamers, not just pander to old ones. I want it to get at the core of what makes D&D fun, not what makes it familiar.
My mantra for this project will be; does this idea make the experience cleaner, faster, or richer? If it doesn’t do one of those things, it’s not going to make it into the game.
I want the game to be simpler than some of its editions, and not simply by relying on the DM to make up most of it. I want a reasonable first-time player to feel fairly comfortable playing after their first session. I want to make the DM’s job as easy as possible. I want the rules to be clear and concise, and I want them all very easy to find; preferably all in one place, or in extremely handy places – no more flipping through chapter upon chapter of text trying to look stuff up. So, I want a simpler, streamlined D&D, in both presentation and content.
My ideal session of D&D AN would last about 60-150 minutes, and cover a complete mid-sized adventure without feeling rushed. I don’t want to have to choose between spending time with family and friends and playing D&D; besides the obvious possibility of doing both simultaneously, I want to be able to do both in the same evening. Resolution time needs to be cut down by a significant margin; combats need to be shorter without being much more lethal. I aim for a combat to take between 10-25 minutes, not 30-40. I want less die rolls per action wherever possible. I have a lot of ideas for this that you’ll see in the next post.
At the same time, I want a richer D&D: I want tools that emphasize the story-telling aspects, and meaningful, yet balanced character options. D&D AN needs to play to its strengths, considering the competition from other hobbies, and I think the story-telling aspect is one of the big ones. D&D AN will strive to help you craft and live your character’s story, with all the thrills, disappointments, and achievements that come with it. But besides story-telling, there needs to be a great amount of depth and range of character options. I will use the principles described here and here to make balanced, situationally beneficial options. No more trap classes or feats! No more pigeonholing race + class combos! No more identical class mechanics! And not just in the dungeon; I will make meaningful non-combat rules that have depth while keeping everyone able to participate (more on that soon).
Those are my broad goals. Specific benchmarks and ways to achieve them will be brainstormed and hashed out right here, for your entertainment/enrichment. My next article will focus specifically on how much faster it needs to be and how to get there.
Please leave a reply with your comments, ideas, or criticisms! Agree or disagree? What do you think D&D AN needs to be?