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<blockquote data-quote="Gorgoroth" data-source="post: 6072485" data-attributes="member: 6674889"><p>I'm 3/4 of the way through and had to hit pause just to come back here and post: </p><p></p><p>YESSSssss</p><p></p><p>Hearing so many good + positive things. Especially that expertise dice will be the damage die of the weapon, I'm glad they read the forums and our feedback here as well. There are so many neat-o things in the skills and class systems, and just the overall design iteration process that I'm hearing that make me feel VERY positive about where Next is headed.</p><p></p><p>Let's all keep a level head about stuff (myself included). I'm glad my greataxe won't be ignored when deciding just how pulpy the ogre becomes when faced with my high level dwarf. And the good stuff about Dragons getting advantage on all saves, and can't be stunned until he's bloodied. And even the charm tag working in mundane ways simply meaning they will not attack you. So much goodness here.</p><p></p><p>IMO, this will be a game that is fit for a 21st century gamer, with certain expectations about what makes the game fun and what you can accomplish in it. I.e. strike a good balance between DM adjucation with player control over their character's special abilities and reliability of their schtick to not have to always play mother-may-I or rely on DM fiat, but at the same time make quick n dirty rulings too. In a sense, it might capture the essence of what D&D should have been doing all along but didn't quite get right because of this or that rule that stymies the intent and spirit of the game.</p><p></p><p>I think tweaking system math mechanics is definitely more complex and has far-reaching implications than merely changing particular damage or AC/DC values and more akin to changing the laws of physics than moving furniture around your house, but this is definitely the stage of the design where "laws of physics" (e.g. dice resolution mechanics) are mutable/malleable and we should try living in various dimensions before settling on one particular set of gravitational equations to live by. Some of Mearl's ideas sound very good to me, I look forward to trying them out or at least seeing what comes out of all this.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6072485, member: 6674889"] I'm 3/4 of the way through and had to hit pause just to come back here and post: YESSSssss Hearing so many good + positive things. Especially that expertise dice will be the damage die of the weapon, I'm glad they read the forums and our feedback here as well. There are so many neat-o things in the skills and class systems, and just the overall design iteration process that I'm hearing that make me feel VERY positive about where Next is headed. Let's all keep a level head about stuff (myself included). I'm glad my greataxe won't be ignored when deciding just how pulpy the ogre becomes when faced with my high level dwarf. And the good stuff about Dragons getting advantage on all saves, and can't be stunned until he's bloodied. And even the charm tag working in mundane ways simply meaning they will not attack you. So much goodness here. IMO, this will be a game that is fit for a 21st century gamer, with certain expectations about what makes the game fun and what you can accomplish in it. I.e. strike a good balance between DM adjucation with player control over their character's special abilities and reliability of their schtick to not have to always play mother-may-I or rely on DM fiat, but at the same time make quick n dirty rulings too. In a sense, it might capture the essence of what D&D should have been doing all along but didn't quite get right because of this or that rule that stymies the intent and spirit of the game. I think tweaking system math mechanics is definitely more complex and has far-reaching implications than merely changing particular damage or AC/DC values and more akin to changing the laws of physics than moving furniture around your house, but this is definitely the stage of the design where "laws of physics" (e.g. dice resolution mechanics) are mutable/malleable and we should try living in various dimensions before settling on one particular set of gravitational equations to live by. Some of Mearl's ideas sound very good to me, I look forward to trying them out or at least seeing what comes out of all this. [/QUOTE]
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