My view with 6th Edition is that, actually, the game doesn't need wholesale changes. While the underlying flaws of 3e had been well exposed by the end of that edition's cycle, and while 4e had fallen utterly flat, 5e seems to be fundamentally quite sound. So with a potential 6e, what I would actually do is to make a myriad of small changes.
(At this point I'll note two things: firstly, these are just my current half-baked thoughts, and likely to change by the time 6e actually comes around; secondly, what I'm considering here is a new edition of D&D specifically. Given a completely blank slate, there are things that I would do very differently, but some of those changes would be to the genuinely sacred cows of the game.
The big (ish) stuff:
- Finally drop alignment from the game, completely.
- Likewise, drop multiclassing.
- Remove the upper levels from the core rulebooks. This certainly includes everything above level 15, and probably includes everything above level 12. Almost nobody plays at these levels anyway, so take it out of the books to fit more stuff instead.
- While I'm at it, there's a huge amount of dross in the DMG, with about 50 pages of genuinely useful material. Cut it.
- Add a handful of classes: the Assassin, Warlord, and some sort of Mageblade class. This completes the set of classes that have ever appeared in the (first) PHB of any edition of the game. (The Mageblade being the old 'Elf' class from BECMI.)
- Note that I wouldn't drop any of the existing races or classes.
- Rejig the subclasses a bit, aiming for at least three for each class. Wizards, in particular, probably should be divided by some other paradigm than the current schools. Also, every class should gain their subclass at 3rd level - better for new players if they don't have nitpicky subdivisions to decide on too soon.
- Clerics, Druids, and to a lesser extent Paladins need their spell-lists adjusted. I would vastly reduce the number of spells in the 'core' list for these classes, but vastly increase the "domain" spells granted by subclasses. These classes just have too many options to deal with, largely by virtue of having the full suite of spells to choose from.
- The monsters need reworked, because too many of them are just dull. That seems to be pretty standard in the first monster book of any new edition, which is a big problem since that book inevitably includes all the most-used monsters for the game. Since 6e isn't proposing big changes, that should give some scope to apply the lessons-learned from 5e monster design.
- The equipment lists. Here, the main thing I want is some upgrade paths for mundane equipment, mostly to give PCs some good options for spending their hard-earned gold.
- Magic items. This is largely a case of throwing the baby out with the bathwater - 3e had a very large set of items, often presented in a mix-and-match style. 5e replaced this with a set of specific items, chewing up a lot more space for far fewer items. But the big problem with the 3e offering was not, generally, the mix of items presented, but rather the assumption that all items could be bought or made easily. This meant that almost all the items in the DMG were ignored, in favour of optimised builds. But use the same items without that assumption, and it works rather better.
- There are a lot of ways that 5e seems to support some styles of game, but then undermines and undercuts them in practice. For instance the wilderness exploration rules, which provide lots of guidelines... and then make it trivially easy to bypass them. All these things are better stripped off into a set of optional modules in the DMG, so that by default groups don't need to worry about, for instance, tracking rations... but if they do want to run a wilderness exploration game where that is important, then there are rules for doing so (and that make it count). See also encumbrance, light sources, lingering injuries...
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