I should mention that both new subclasses (mercy monk, hexblade warlock) and the alternate features (monk dedicated weapon) from 5e would also be suitable for DLCs. In many ways getting as much of the rules implemented will help the community in crafting new adventures using the game as a baseline.
I also noticed Swen commented that is hard to continue after level12, but I think it depelds on how you approach it. You dont neccesarily need to have as much choice etc. at that point, as characters are more settled and high level plots may be more stright forward. It have also been said that spell selectipn becomes a problem, but that is easily managed by not adding teleport and planeshift to the game. As it is the spell lists are already much slimmer than in 5e so continuing that should not be much of a problem.
Another way to expand would be in width, adding new areas and questlines that dont have much at all to do with the main questline.
Last edited by RasmusHS; 13/08/23 10:11 AM.