You (yes you!) have been hired to create the newest edition of Dungeons & Dragons with the ultimate endgoal of creating a synthesis between the old-school (B/X, AD&D1&2e) with what people enjoyed about the newer editions (3e, 4e, 5e) to create the ultimate edition of Dungeons & Dragons. How do you approach this task?
Elf titties everywhere
As long as the elf titties aren't Blackid, that's fine. Elves are pale-skinned, with the singular exception of Drow. If the elf titties are corrupted the way WOTC has done with Tolkien elves, then a plethora of elf titties becomes a penalty, not a bonus.
Truly a monumental task. First, I would address caster supremacy
Asymmetrical progression is the old school answer to this. Get rid of unlimited cantrips or eliminate attack castrips and weaken low level cleric spells in general. In the old school casters struggle for relevancy until level 5.
This is a good post although I can detect your fatigue on the subject. Perhaps after the 2024 rules revision they should release Wilderness Guides, Dungeon Guides, and Urban guides that are dense with specific rules for these different types of play and a good definition/delineation between them. The core rules can continue to be a shallow dive into everything but games that want to have additional crunch in dungeons can include the Dungeoneer's Survival Guide. I do agree that the ten-minute and one-hour intervals need to be more explicitly codified in the core rules though. Probably the six and twelve portions too. Really the entire balance of an "Adventuring Day" needs to be seriously reevaluated. Some Anon on my AD&D thread had to remind me that the 5e DMG actually has an alternative "gritty" rule for short rests taking eight hours and long rests taking one week that I had completely forgotten and that's apparently been removed from the newest printing of the book so probably not much hope of that becoming standard.
I just recreate 3.5e but with harsher racial restrictions and fighters get a castle at level 10.
A true man of culture
By which I mean of objectively bad taste, but it's the same bad taste I have
Not that Anon, but yours are the words written with undiluted truth!
1. Acquire the rights for Castles & Crusades
2. Rebrand it in Dungeons & Dragons
3. ???
4. Profit.
Done.
Get rid of the dogshit siege engine house rule and you have yourself a decent start.
I will rename six main attributes into power sources: Martial, Shadow, Primal, Arcane, Divine, and Psionic. So, your “class” and available powers will depend on their combination and on the choice from the list.
Attributes applied depending on the context. For example, Martial is the universal combat attribute, but you can use Primal instead when fighting beasts or in the wild or Divine while fighting undead or demons. Psionic is the default social attribute, but you can use Shadow if you use deception or being street wise, etc.
There will be unlimited powers that require a check roll but not a resource, limited powers that work like classic D&D Vancian magic and ultimate powers that have a cool-down per session/day or something like that.
Result is affected by margin between attack roll result and difficulty class. For example, in combat it is a bonus to damage.
Some default abilities that everyone can use will be coded. Like, for example, to make a power attack you roll two dice and if at least one hits, you get the attack bonus from both. Or if you make a repost, you roll two dice and if at one with lower result is enough to evade attack a second one is used to make a counter-attack as a free action.
Leveling up gets you wild dice that can be added to skill checks and damage/effect rolls you are proficient with including skills, powers and metrics. So, for example there is no HP boost. You just can use wild dice to endure additional damage so far, your skills allow you.
There will be only one default method of character creation. For example, every player who will participate in campaign roll 3d6 six times and then add these six results to a shared pool to pick from.
High attributes will give penalties. Like total of attributes determinate how much experience do you need to reach next level. And high attributes will give you vices you need to handle via role-playing and save rolls, Disco Elysium style. Like too high Psionic makes you manipulative and horny or too high Shadow makes you deceive and greedy.
Team initiative in combat. Player-facing mechanic. No optional rules.
Up to one action surge per round instead of current action economy. The number of action surges let’s say depends on Martial and encumbrance. So, you can be a bulky tank or naked guy with a club a-la Dark Souls.
Nice, you made DnD worse than it already was, that had to take some effort
I really don’t get how psionics can be understood as social skills and sex drive, but a world where all outgoing people are psychic nymphomaniacs is certainly someone’s niche.
you lost me in the 1st sentance, this idea is retarded
I do nothing. DnD's role is to be a filter that catches the hubby's garbage. DnD 5e already does this job perfectly.
Perfect post.
Your husband dumps his trash on dndrones game tables? Stay gay married to him forever
Just copy-paste the old rules mechanically, with new woke descriptions to scare off both the normies and loyalists.
Do as much financial damage to the brand as legally possible.
Go on a 'mental health break' to the Bahamas and spend that WotC money on double frozen daiquiris
I give up because the way it is posed is impossible. WOTC’s D&D (especially 5e) is designed to be as inoffensive as possible. It’s not really good at anything in particular (tactical combat, exploration, roleplay, etc.) but it’s not particularly bad at anything.
TSR’s D&D was about exploring dangerous places and collecting treasure. It exceeds at this because of its rules (gold for exp, carry-weight of players and backpacks tracked in coins, random encounters + reaction rolls, morale rules, dungeon turns, exploration procedure, etc.).
To blend the two is to create yet another game that is unsure of what it wants to do. Appealing to a specific play-style is not profitable.
Make combat actually engaging so fighters can enjoy the segment of the game they're meant for
Put more restrictions on spellcasters using larger spells with more emphasis on cantrips/level 0 spells
Overall focus should be to reduce the scale and spectacle, end level monsters like dragons shouldn’t be what your level 1 party is easily defeating
>end level monsters like dragons shouldn’t be what your level 1 party is easily defeating
Have you tried playing D&D? Fucking poser.
I have and that issue in particular stems for DMs being gays and having no idea how to scale
In fact that’s true for most of the issues with Dnd, casualisation brought about by DMs that watch too much critical role
What's up with this board being filled with AI-fags posting their horrendous "art"?
Lol I just looked up ‘chad barbarian’ and grabbed a google result. They’re all over now
What's chad about losing your cool just be ayse you saw a goblins?
Just pick Rules Cyclopedia and tweak it a little. Done.
basically this
Great minds think alike.
Top down fore and rehire all of wotc with competant non californian minded people.
Now we can get to work.
We essentially remake BECMI, add race as class, & ascending AC because THAC0 scares normies (include options for THAC0 in the core rules)
Dwarf elf human halfling are the stock races, supplemental books include options for other stuff like gnomes & half orcs. abstain from skills, make characters simple enough to fit on index cards. Strongholds+Domain play is the big selling point to fix high level play. add dedicated sandbox rules & copy paste hex crawl/dungeon turn rules. Emphasize its not balanced as a feature and explain problem solving style play and done.
Get critical role to play AD&D. There literally is no other reason that people "enjoy" 5e so there is nothing to really synthesize.
Honestly, you could probably re-publish an old edition in the style of 5e, slap some official branding on it, and people would eat it up. You might need to polish up wording or tweak some numbers to masquerade what was going on or avoid any knee-jerk reactions, but I don't think people would be that opposed.
The most you'd probably want to add from new editions for broader appeal is just ways to customize characters. People love customization, even if it basically amounts to nothing. Add in some stuff like the 2e class kits and dress it up as Feats, Backgrounds, and/or Subclasses and people won't notice anything that different.
A list of 20 races which all have features that do almost nothing and ability score bonuses you can change to whatever you want anyway. A few pages of "feats" that are just weird AD&D rules like weapon vs armor type tables. You could recreate AD&D almost 1:1 this way and they wouldn't know the difference.
>How do you approach this task?
Immediately reject it, as I have absolutely no interest in helping D&D perpetuate itself.
>You (yes you!) have been hired to create the newest edition of Dungeons & Dragons with the ultimate endgoal of creating a synthesis between the old-school (B/X, AD&D1&2e) with what people enjoyed about the newer editions (3e, 4e, 5e) to create the ultimate edition of Dungeons & Dragons.
If I kill myself will that stop future editions from ever existing?
Because if the answer is YES im willing to take one for the team.
Is that that girl from the Digimon movie?
Didn't work when Joseph Batten tried it
>Joseph Batten
deep
dark
lore
Can't be done. Especially within the confines of what would count as D&D-adjacent, a dangerous and mysterious location cannot co-exist with the special character you just crafted. Why not? If your character dies, that's the end of the narrative and the build. If your character can't die, the dungeon is just stalling time until you get to the good part (narrative progression or loot).
>a dangerous and mysterious location cannot co-exist with the special character you just crafted
get rid of "speshul characters"
done
>get rid of "speshul characters"
then you just get old D&D. "speshul characters" is the design paradigm of D&D since 3.0
I'd mix the two approaches on tiers of play. Levels 1-5 would be old-school like: characters are upstarts, weak and will most likely die searching for loot, knowledge, fame in dangerous locations. Those that survive this early old-school exploration focused part of play can become "speshul characters" and may build upon what they acquired in their dungeon delving: martials will get nice equipment and their experience fighting monsters gave them insights into how to be more effective in fights etc, magic users learn spells they found in the dungeons and research new tricks by inspiration gathered from their explorations, etc.
Ie. buildgayry only starts at level 6. Fags that want to play old-school-like D&D can just play as low level grogs all the time, fags that want to play nuDnD can just skip to level 6 and play like normal. Others can play the entire thing from level 1, building the average special snowflake characters of new D&D from play instead of writing elaborate backstories that nobody else cares.
>then you just get old D&D
that's the plan
I encourage multiclassing. If your character sheet doesn't look like Fighter 2/Warmaster 7/Monk of the Dazzling Shield 1/Sword Dude 12 then I have failed my task.
I immediately set the building on fire with all my staff locked inside. D&D WILL die
I would make a simple rule as the basis of my d&d: you roll one d20, plus one die for your stat, one for skill and possibly extra dices for various advantages but you only keep two.
From this, mixing editions becomes possible. One player has D12 for his Save against Breath Weapon, the other has D10 as his Reflex Save, both are acceptable.
Background of ratcatcher, High Dexterity, thieves skills, all acceptable, it won't break the game as you can only keep two dices. No more High Elf with the right Feat and 21 CHA to obtain an impossibly high advantage: they are all constrained to à maximum result of 32 (d20+d12), even if your favorite minimaxer rolls d20+2d12+3d10.
It would let the DM modify the rules easily: want skills, done. Want backgrounds like in 13th age, done. Want both, it still works.
Ideally it should help to borrow from various edition, one could play an Ad&d 2e Ranger and the other a 5e Ranger and both would be playable.
B/X's strengths are that the rules are (generally) simple, combat is fast and deadly, and the game has a focus (exploration and getting loot)
3.5 onwards were better at customization and they found a better solution to THAC0 while making everything roll high instead of rolling high to hit and rolling low for checks. Also Advantage/Disadvantage is nice.
So, one, we take B/X as our base, but we switch everything to rolling high, and we bring advantage/disadvantage. We add class/race mixing.
Next, I'd say we keep the class list more or less the same in B/X, and keep descriptions short.
My controversial change would be that each class has a table of 20 feats (stat boost, special abilities, etc.) When you level up, you roll to see what you get (or just pick if the DM allows).
Lastly, I'd make sure there was no overlap in magic spells, and I'd probably just rename "magic level" to "magic tier" to avoid confusing newbies who don't understand why a level 5 character can't cast a level 5 spell.
If I really wanted to get nuts, I'd probably strip skills so that they're just the bonuses, -4 to 4, again just to cater to new players.
How about replacing Advantage with the Boons and Banes mechanic of SotDL? It's more interesting and equally as simple.
Sure, I think that's fine. The nice thing about Adv/Dis is that it maybe (big maybe) helps someone who maybe has a night of shit rolls a little more? Plus everyone likes a free reroll.
In-fiction, yea, Boons and Banes make more sense that they'd basically work like a guidance or whatever that gently nudge your roll.
Sounds like a theoretical lotfp 2e
>We add class/race mixing.
I will never allow for the success of an RPG that encourages race mixing.
Some people like x and won't play y or z. Some people like y and won't like x ir z. Some people like z and have no desire to x or y.
I know, let's combine xyz so no one wants it. Brought to you by committee.
>how do you approach this task?
I have a complex and intricate plan.
1) Keep printing 5e
2) Release incremental improvements based on player feedback
There I'm done. Note that this is what WotC is already doing, and it seems to be doing pretty well.
I fire every light skinned person and hire ex-convict BIPOC transwomen as writers and designers.
>Step 1: Take the AD&D saving throw matrix, this will be the crux of all player characters with skill checks, saving throws, and what they use for attack actions. This is inline with older editions to feel retro. Make the artwork monochrome and get metal band album artists to make the content to bring home osr feeling.
>Rather than a linear bonus. Leveling is random tables. You may even get worse at something. Say for example you roll a d6. On the table the first result is +3 to poison/paralysis, but -3 on petrification saves. Think Fire Emblem.
>Now you can even make races into classes because of random leveling tables. That's like OD&D!
>But you've completely nullified the need for experience points and make leveling into a milestone because you aren't necessarily just upgrading with levels but taking penalties too. Newer edition mechanics, but gritty older consequences.
>Speaking of, stat drain and save or dies are back on the menu.
>However, combat leans much more favorably for the players as 5e. Monsters are encouraged to require several save failures to kill a player or otherwise penalize them.
>No more HP. If something can't be solved as a very easy save or die or some sort of condition/stat drain, it doesn't need to be jotted down. Heal spells are basically just temporary buffs now.
>All spellcasting is ritual fluff now. To cast spells you'll need to talk with your dm about allowing certain spells with saving throw checks to cast in-game if not from an item. Tie it in with your character more indepth. Players might actually only cast a handful of spells ever without the aid of a staff or other device. For the most part theres no distinction between a magic and martial attack besides what save is being used and what you call it.
>5e but with dungeon turns, proper time keeping and properly figured out hexcrawl rules put in the DMG
>pay exclusively white men in their 50s and up to do art in the vein of erol otus and the others
>pay exclusively straight white men in their 20s to write the adventures, write online magazine content
>make magic items powerful and cool again
there the game is perfect now
You can have one token gay, but he's got to be like, Freddy Mercury but less sex addicted.
I like Race as Class but also like Race Plus Class a ton too. Very hard choice. I know 3.5 had that Racial paragon Class Variant but that didn't really seem quite enough.
I would remove classes and levels, along with Vancian casting. Non-magic options and solutions are given full attention, spellbook is literally decimated
>b-but
I don't care what's the premise. None of previous writers responsible for new edition gave a single flying fuck, so why should I?
Just strip down 3.5 and remove the clutter. Cut down on class options, get rid of spell, feat, and skill bloat. Get rid of items and spells that complete negate survival challenges. Make the time to regain spell slots and hp more in line with old school. Flatten the skill progression curve from increments of 5 to increments of 2. Make trainers an optional rule. Gold as XP and 1:1 time. Simplified creature statblocks and more focus on random creature encounters.
If it isn't clear, the main focus is bringing down the ceiling of 3.5 system mastery, making the DM's job easier, and reintroducing survival and player book keeping as vital aspects of the campaign. I think 3.5, but played lower to the ground with less rules bloat would be the best of both worlds, that is what Pathfinder 1e was until they released a million books.
As just a passing thought, maybe a model of releasing optional rules as books which can bring the game more in the direction of a different edition. A book which introduces different types of character progression, such as XP from killing monsters and milestone XP for players who want those options. Maybe a book with certain old school rules about aerial combat, hirelings, etc. Another book which expands class features to be more modern. Allowing players to pick and choose the game they want to play without homebrewing or actively ignoring the rules.
skill progression from 5 to 2 would work better in curvier dice progression but it would kind of suck ass for d20s because it would make higher levels of skill too easy.
You'd need classes and levels for marketting purposes, you want a roi you moron
Mutually exclusive books that chase different feelings is a good idea. Have the "Grim and Gritty" book for one type of crowd and the "Epic High Fantasy" book for another, with each book containing simple conversion rules for PCs and monsters that maintain those feelings. D&D's main issue is trying to be everything at once, and this would solve a lot of that. Good luck selling that idea to the suits though.
I was thinking that you'd release a book of spells and break it into sections of increasingly higher fantasy with each previous section usable by the current one. It'd be like
High Lethality - Low Lethality - Dark Fantasy - Low Fantasy - Middle Fantasy - High Fantasy - Epic Fantasy - Mythic - Exalted
Exalted would get access to everything while High Lethality would only get High Lethality. Would be very easy to optimize for online spell databases too, you could just flag what tier of power they are allowed on, and what tier of power the spell is.
I keep everyone I can in the dark & then after I've wasted all the movpney I release my Retrofuture scifi Horror passion project
The 50-like rules will be released as "6e Basic"
The OSR styled rules will be released as "6e Expert"
I would reprint 5e because the average player is stupid enough to believe it is somehow what you've described.
I would make lots of money and retire.
Create two systems.
Split the system into DnD: Stories, which is a more theater-of-the-mind with a focus on downtime, storytelling, social conflict and resolution, simpler mechanics, intrigue, and a broader approach to combat, and then DnD: Quests, which focuses on miniatures play, combat, dungeons, and heroic fantasy.
Advertise them as each covering different tables, create character conversion rules, and ensure that lore is consistent between the two. This enables several useful advantages:
>You can cater to many more players. With a broader scope of design, you can make more sales and capture a much larger percentage of the culture.
>You can create focused design teams for both for higher quality products.
>You can generate merchandise, books that cater to Stories OR quests, or even books for BOTH!
>With a dual focus, you can see where players are leaning without wasting entire editions, allowing you to shift and adapt more easily.
>Easily address issues of balance and game design by providing greater focus to the seperate teams.
Now, for some of these points and ideas to be true, you're going to need to upsize the team and get more talent and writers, so there is inherent risk to the idea, but I think it's the innovative approach that the brand needs.
...and for every player you gain thanks to it covering more ground you loose five because they couldn't figure out which was the "real" DnD and just went somewhere else instead.
Okay, so I'm making D&D and not some -other- generic fantasy game.
*) Basically make 3ed, where people used Feats and Skills instead of Archetypes to distinguish one Fighter from another. So give out both for free periodically at advancement, as opposed to 5ed "Feat or Stat" and "here's your small, fixed Skill boost" methods.
*) Penalize Multi-Classing to improve niche protection. You want to be a Warlock/Barbarian/Fighter/Sorceror? Fine, but it'll cost you. How to penalize? Multi-classing now costs you a Feat each time you do it.
*) Support high-level play better. I want if not rules for building warbands and armies and nations and such, then at least some acknowledgement of it. Support casters actually making new spells and new magical items; I know it's problematic for reasons, and I know other games can make it work (Fantasy HERO anyone?).
*) Keep alignments. They're clunky and dumb and part of the brand as much as AC and funny dice. Ultimately they're a litmus test: people who hate them should be able to ignore them, and people who love them recognize they're useful shorthand.
Alternatively, if I'm going for something even lighter.
*) Take BECMI and redo Armor Class to be more intuitive. (And it has the advantage of better support for high-level gaming baked in.)
As for art... it's fantasy shit and always has been, but the art -you- grew up with was special and good. Personally, I want things to be grim again, with surreal horror stuff that screams heavy pot use. But that's the stuff I grew up with. The kids today excited about art with gay black people with their wheelchair bound half-elven husbands will think tomorrow's transracial eyeball pierced cat-studs that reflect current fashion trends is out of place. ("Cat-studs?!?!" Like getting a shaved head and horn impacts, but with rows of those little Asian good-luck cats instead of horns. It's all the rage in 20 years.)
>but the art -you- grew up with was special and good
projecting
I would make 4e correctly this time.
As in?
Separate it into two different versions
There is no other way of doing it, don't even try.
>ctrl+f
>0 results for "deedlit"
you people are unculture swine
more like titlet, amirite
Love
> The Ninefold Dragon tasks you with the impossible task of making a Heartbreaker so good even /tg/ would cry over it
I would base everything on Feats but I would make sure to provide example of classes with all Feats chosen - this way it's both easy to play an archetypal old school Fighter, to exchange one or two of his Feats to make him a Skyrider or a Corsair (approaching the Kits from 2e), or to change them all and make him some speshul freakshit touched by the Shadowfell and fighting with a psionic dagger.
Feats would be the basic brick to build your character, gain 4 Feats per level to buy your attack bonus, spells, etc. There is a french rpg called the Dk System which does that but it lets you specialize too much - this can be adressed by having Tiers of Feats, like in 13th Age (so a Veteran or Champion Feat can only be chosen at some levels).
Secondly I would make a clear divide by Tier of play, like in Dying Earth (Cugel, Turjan, Rihalto). 9 levels of spells and 20 levels were an error considering that not even 10% of the player go that far - also it seems that Gygax and co. intended those levels to be for legendary NPC, not for the players. I would make it so that most Classes end at level 10: if you want to go above, multiclass.
For stats, I would have 3, Reflex, Fortitude and Will rather than the 6 usual. Players would be allowed to have one or several of the usual 6 as extra stats to differentiate their characters. I would make it so that a wise knight or a strong wizard are playable rather than being suboptimal shits, by having some Feats with stats prerequisites.
Finally, rather than having experience points giving you a Level giving you Hit Dices, I would merge the 3. You gain 20 xp, you are level 20 and can take 20 hits. I would differentiate between the Classes by giving them a Save against specific damages. For example a 11+ Save to the Fighter to divide physical damages by 2 - effectively making him twice as resistant as the MU.
The new version will emphasize character customization, with subclasses, prestige classes, a shitload of feats, each class having a different exp requirement to level up, players having to choose one of the three abilities their class gives them whenever they level up in addition to the basic ones.
Also martials will be able to accomplish herculean feats at higher levels.
There will be a monthly (or bi-monthly) magazine that's just a series of maps of sick dungeons that are brutal for the players and have multiple outcomes depending on their choices.
The actual core rulebooks will have modern art and the map magazines will have old school black and white art.
There will be online support for character sheets like the current Beyond website, with dice rolling and everything, but buying the physical books will come with a redemption code to get a digital copy as well.
The only playable races will be humans, dwarves, elves, gnomes, half elves and maybe halflings & half orcs. Maybe.
The word race will be used to describe them and half-X are not racism.
And the art direction will be more Conan the Barbarian and less LotR
>synthesis between the old-school (B/X, AD&D1&2e)
Sweet. D&D 6e will now be an actual AD&D 3e.
>with what people enjoyed about the newer editions (3e, 4e, 5e)
I'll crowbar advantage and disadvantage in there for when bonuses and penalties would usually have big numbers on them, but that's about it.
>Warlock class
Gone
>Sorcerer class
Gone
>Artificer class
Gone or it's a specialist wizard type like it was in Al-Qadim
>Short and long rests
FUCKING gone.
Orc women with giant asses
>ultimate endgoal of creating a synthesis between the old-school (B/X, AD&D1&2e) with what people enjoyed about the newer editions (3e, 4e, 5e)
Yeah, never gonna fucking happen.
Can't just roll back 50 years of innovation and D&D 5e is already solidly 15 years behind the rest of the market mechanically because it itself was a step back from the previous edition's moves to modernize.
If I'm making D&D, I'm not even using the d20.
Outsource everything to ChatGPT, claim 8 hours a day when in reality I spend at most 2 copy-pasting entries.
Stairs. Stairs everywhere.
Casters will keep their power level but very powerful spells will take more than one turn and possibly require a check.
On a failed check casting ability stat becomes lowered by 1d4 until 8h rest.
Dunno how to make fighting more fun though..
>Dunno how to make fighting more fun though..
Fights must be larped with steel weapons.
In order
>Game starts at level 3, not literally level 3, I mean mechanically levels 1 and 2 don’t exist and level 3 is the new level 1. HP and damage start there
>HP and DPR curves end at level 6/8ish, you gain shit past that but it’s mostly just more and better tools, think of it like e6 in older editions. High level spell effects like wish are handled via ritual bs
>Lethality is high but revival is cheap so long as you can apply it quickly, say first few hours. Make a note of this that it is common in setting even to the point that assassins need to get very creative. (This is to appease theater kids that get attached to characters and high lethality grogs)
>No multiclassing, not even as a variant rule, and classes are simplified down to use a single core mechanic that they iterate and improve on as they level. However, there are plenty of options like 2e kits or pathfinder variants to appease build autism
>However, the game now also uses gestalt as the default with race as class with the logic being that all magic races just get some abilities inherently no matter what they do. Humans pick to classes and everyone else gets race + class (Hp is a factor of both classes instead of just using the better of the two so there’s a reason to not go Barbarian + something squishy)
>Daily resource management is now gone, your abilities are either at will/encounter or take a considerable amount of time to get back (part of a spellcasting nerf). HP notably comes back slowly. This is to fix 30 minute adventuring days because the game is heavily based around individual encounters.
>Heavy casting rework, casters have no hard cap on spells per day but they can only have so many spells prepared at a time (much less than now) and spells take a variable time to prepare
Destroy all editions younger than Advanced Dungeons and Dragons.
I intentionally make it as racist, anti-woke and pro-Trump as possible to detonate the whole damn company
No playable drow, half-orcs or tieflings.
They are evil or seen as evil.
New setting.
Mixed race pantheon with Corellon at the head, and more trans than ever before.
In the new setting there's a big port city with all different kinds of humans can show up, and with decent elf and dwarf minorities, this is used as an adventuring point not unlike waterdeep.
We'll release a supplement later that adds Tieflings back in.
They are not red, only human skin tones, and more clearly defined to have more subtle features.
Ship combat rules that can be used for spelljamming ships.
Charisma is not used for spellcasting generally speaking.
Sorcerers have a 7th stat they roll called magic power.
Some specific spells can use limited charisma components, regardless of spellcasting class.
Mental stat components more important for warrior classes.
go back to the Midnight campaign setting and release content for it regularly. adventures and scenarios for low level parties, "endgame" content for experienced characters, bestiaries, lots of articles on all the different cities/towns/regions.