When the DDXP playtest occurs, there will be a lot of people disappointed.
When the open playtest occurs, there will be a lot of people disappointed.
When the next iteration of D&D is released, there will be a lot of people disappointed.
And Wizards of the Coast won't be to blame.
Looking around at the topics being discussed in this forum about what should and should not be included is the underlying premise that D&D should be all things to all people.
Here's a list of what should be in the "core", according to the threads - and if not expressly said, we all know there are people who espouse some of these:
(yes, I am simplifying to make a point, please bear with me)
Variant XP based on class.
Uniform XP for all classes.
We should eliminate the concept of XP.
A race should act like a class.
Races and classes should be distinct things.
Let's eliminate the concept of classes.
Attacks of Opportunity.
Simplified attacks of opportunity.
No attacks of opportunity.
Random rolls for abilities.
Point buy system for abilities.
There should be no abilities.
A robust skill system.
A basic skill system.
No skill system.
Starting at 1st level.
Not starting at 1st level.
No levels at all.
A default setting which is x, which was created in a prior edition.
A default setting which is new to this iteration.
No default setting.
It should most resemble OD&D.
It should most resemble 1e.
It should most resemble 2e.
It should most resemble 3.xe
It should most resemble 4e.
It should most resemble Game System X.
It should have magic item creation.
It should not have magic item creation.
It should have kits.
It should have prestige classes.
It should have archetypes/alternate levels.
It should have race x.
It should have class x.
A.
B.
C.
Not A.
Not B.
Not C.
Yes, I'm exaggerating things, but only to a point. The vast majority of posts about things that should be "in" D&D are taken from a genuine desire to discuss things and perhaps advocate a given viewpoint, with the understanding that ideally there should be advocates of the opposing viewpoint espousing that viewpoint so the end result is a stronger idea.
And as long as it's theoretical, then I personally think it's healthy, fun, and brings us together as a community.
However, when the various releases are made and systems/rules/etc. are missing, the absolute worst thing that can happen is for those advocates of the missing systems to be affronted by it.
Here's the thing, and I hope I'm not revealing any trade secrets here. When one of your favorite items from a prior edition are not present in the next iteration, it is not because the designers personally hate you.
And we all know that everyone will have something missing.
And so that's why expectations are important to understand. We will all have things to complain about; it's the nature of the beast. It doesn't matter the specifics, the key is realizing that a decision that made you unhappy likely made someone else happy. And the same goes the other way.
So when these playtests are revealed, I ask that you look at them with an understanding that they are attempting the impossible (as certified by 39 state lottery boards) - to make everyone equally happy. Yeah, after this, they should all be thrown in the funny farm, but in the meantime don't look at it with what's there and what isn't.
Look to understand what the designer's design goal is. If you don't agree with it, then stop now and go back to your game of choice. It'll be better for all concerned in the long run.
If, on the other hand, you agree with the design goals, see how well the designers met those goals. If you feel they did, then see how much they gave you the "core" to work with - remember, there will be hot-button things for you that are missing, but the question is if the stuff that is there will give you a starting foundation to play the game you want to play. After all, if the designers accomplish what they want to, then items you want that are missing will be provided - if not by WotC, then by someone else.
Sure, the designers have their responsibilities and they can certainly cause the game to fail. However, so can the players if they don't like it.
If the game fails because of the latter, I'd like to be able to say that for me, I gave it a fair and honest chance.
And knowing the folks I see posting on ENWorld, I know I'll be in the majority.
TLR
A "core" is a compromise. A compromise means all sides are equally unhappy.
When the open playtest occurs, there will be a lot of people disappointed.
When the next iteration of D&D is released, there will be a lot of people disappointed.
And Wizards of the Coast won't be to blame.
Looking around at the topics being discussed in this forum about what should and should not be included is the underlying premise that D&D should be all things to all people.
Here's a list of what should be in the "core", according to the threads - and if not expressly said, we all know there are people who espouse some of these:
(yes, I am simplifying to make a point, please bear with me)
Variant XP based on class.
Uniform XP for all classes.
We should eliminate the concept of XP.
A race should act like a class.
Races and classes should be distinct things.
Let's eliminate the concept of classes.
Attacks of Opportunity.
Simplified attacks of opportunity.
No attacks of opportunity.
Random rolls for abilities.
Point buy system for abilities.
There should be no abilities.
A robust skill system.
A basic skill system.
No skill system.
Starting at 1st level.
Not starting at 1st level.
No levels at all.
A default setting which is x, which was created in a prior edition.
A default setting which is new to this iteration.
No default setting.
It should most resemble OD&D.
It should most resemble 1e.
It should most resemble 2e.
It should most resemble 3.xe
It should most resemble 4e.
It should most resemble Game System X.
It should have magic item creation.
It should not have magic item creation.
It should have kits.
It should have prestige classes.
It should have archetypes/alternate levels.
It should have race x.
It should have class x.
A.
B.
C.
Not A.
Not B.
Not C.
Yes, I'm exaggerating things, but only to a point. The vast majority of posts about things that should be "in" D&D are taken from a genuine desire to discuss things and perhaps advocate a given viewpoint, with the understanding that ideally there should be advocates of the opposing viewpoint espousing that viewpoint so the end result is a stronger idea.
And as long as it's theoretical, then I personally think it's healthy, fun, and brings us together as a community.
However, when the various releases are made and systems/rules/etc. are missing, the absolute worst thing that can happen is for those advocates of the missing systems to be affronted by it.
Here's the thing, and I hope I'm not revealing any trade secrets here. When one of your favorite items from a prior edition are not present in the next iteration, it is not because the designers personally hate you.
And we all know that everyone will have something missing.
And so that's why expectations are important to understand. We will all have things to complain about; it's the nature of the beast. It doesn't matter the specifics, the key is realizing that a decision that made you unhappy likely made someone else happy. And the same goes the other way.
So when these playtests are revealed, I ask that you look at them with an understanding that they are attempting the impossible (as certified by 39 state lottery boards) - to make everyone equally happy. Yeah, after this, they should all be thrown in the funny farm, but in the meantime don't look at it with what's there and what isn't.
Look to understand what the designer's design goal is. If you don't agree with it, then stop now and go back to your game of choice. It'll be better for all concerned in the long run.
If, on the other hand, you agree with the design goals, see how well the designers met those goals. If you feel they did, then see how much they gave you the "core" to work with - remember, there will be hot-button things for you that are missing, but the question is if the stuff that is there will give you a starting foundation to play the game you want to play. After all, if the designers accomplish what they want to, then items you want that are missing will be provided - if not by WotC, then by someone else.
Sure, the designers have their responsibilities and they can certainly cause the game to fail. However, so can the players if they don't like it.
If the game fails because of the latter, I'd like to be able to say that for me, I gave it a fair and honest chance.
And knowing the folks I see posting on ENWorld, I know I'll be in the majority.
TLR
A "core" is a compromise. A compromise means all sides are equally unhappy.
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