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Adventurer Conqueror King as a preview of D&D Next?
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<blockquote data-quote="Consonant Dude" data-source="post: 5811762" data-attributes="member: 6688791"><p>I don't think DnD-Next is gonna look much like ACKs from what I have read.</p><p></p><p>Can I give my 2 cents about your product?</p><p></p><p>I checked your official site, various threads and reports. I found myself nodding while I read many designer notes such as the brilliant <a href="http://www.autarch.co/2011/07/the-demographics-of-heroism/" target="_blank">The Demographics of Heroism</a>. I think the way you guys have dissected old school and new school mechanics and paid attention to both flavor and elegance when it comes to rules is pretty incredible. And I love the overall goal of the game. You know, playing an adventurer and eventually playing the DnD of realm management! Rock on! I figured, with the way everything has been thought out, this is going to be an internally consistent marvel.</p><p></p><p>But I found out something today that has convinced me to pass on the product. It seems you're not providing a mass combat system in your rulebook <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /> I can't play the DnD endgame without one. And from what I understand, it will be published as a supplement and it will be a detailed mini-intensive thing. To me, the good thing about stuff like BECMI was having a simple, abstract system for mass combat. Cause these old games are all about swiftly resolving actions and moving on to descriptions. That's what all these old editions you guys have been inspired by were about. And it seems that's what ACKs is about. But it looks like that's now what mass combat will be about. After having read how you distilled DnD mechanics, I have no doubt you guys could concoct an amazing abstract mass combat system running a few page long. And if you ever do that in a future edition, I'll gladly buy a print copy.</p></blockquote><p></p>
[QUOTE="Consonant Dude, post: 5811762, member: 6688791"] I don't think DnD-Next is gonna look much like ACKs from what I have read. Can I give my 2 cents about your product? I checked your official site, various threads and reports. I found myself nodding while I read many designer notes such as the brilliant [URL="http://www.autarch.co/2011/07/the-demographics-of-heroism/"]The Demographics of Heroism[/URL]. I think the way you guys have dissected old school and new school mechanics and paid attention to both flavor and elegance when it comes to rules is pretty incredible. And I love the overall goal of the game. You know, playing an adventurer and eventually playing the DnD of realm management! Rock on! I figured, with the way everything has been thought out, this is going to be an internally consistent marvel. But I found out something today that has convinced me to pass on the product. It seems you're not providing a mass combat system in your rulebook :.-( I can't play the DnD endgame without one. And from what I understand, it will be published as a supplement and it will be a detailed mini-intensive thing. To me, the good thing about stuff like BECMI was having a simple, abstract system for mass combat. Cause these old games are all about swiftly resolving actions and moving on to descriptions. That's what all these old editions you guys have been inspired by were about. And it seems that's what ACKs is about. But it looks like that's now what mass combat will be about. After having read how you distilled DnD mechanics, I have no doubt you guys could concoct an amazing abstract mass combat system running a few page long. And if you ever do that in a future edition, I'll gladly buy a print copy. [/QUOTE]
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