Recently, the idea of describing Dungeons & Dragons by three generalized spheres of play, three pillars if you will, has come into popular usage; those three pillars being roleplaying, exploration, and combat. I think it’s a nice way to organize the game and a good tool to have and think about when designing a dungeon and/or adventure.
Here’s a prediction of mine, or perhaps a mild suggestion to Wizards of the Coast: If the three pillars concept describes the core values of any Dungeons & Dragons game, the very basics that are going on here, then those ought to be the three most core, most basic, most necessary releases for D&D Next. Yes, I’m talking about the PHB, DMG, and MM.
Furthermore, I believe that any successful Fourthcore dungeon must be tested against three additional pillars: strategy, tactics, and luck. Whether you are designing a Fourthcore dungeon or preparing to delve into one, you must ask yourself if you are prepared to conquer these three additional foci.