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<blockquote data-quote="Mercurius" data-source="post: 5758783" data-attributes="member: 59082"><p>Great ideas, Ahenhnois, along similar lines to my own thinking. Some comments:</p><p></p><p></p><p></p><p>I agree, and it is because we have a wide variety of tastes for "what is fun," 5E should have a simple core with numerous possible (modular) options. I imagine that a simple enough core that retains the long-term elements of the D&D tradition could be designed to please 90% of the fan-base, from diehard OD&Ders to Pathinderers to 4EDers, but after that we all split up into different directions, or at least a half dozen or so "clans" that like a different collection of sub-systems. Make those optional, modular and--here's the hard part--interchangeable within a campaign, so that, for instance, some PCs use some rules options, while others don't; some are designed with the very simple core rules set, while others have a more complex design--and neither is "better" than the other, just with a greater or lesser degree of complexity and detail.</p><p></p><p>Good luck with that, M&M!</p><p></p><p></p><p></p><p>Excellent point. Remember how it felt to leave home for the first time, probably in your later teenage years? Maybe you were gone for a semester at college and then came back for Christmas; home seems a lot smaller, more cramped than it was before. My point being, once you get a taste of freedom, of a wider world, going back becomes impossible.</p><p></p><p>I do like 4E, but overall it feels more "cramped" than 3.5, both in terms of the OGL vs GSL, but also the overall design principles. 3.5 can be added to and subtracted from, whereas 4E is more tightly interwoven, like a game of pick-up-sticks: move one thing and the whole things shifts.</p><p></p><p></p><p>Again, excellent point--and fits right in with my hope for a simple core/advanced options bifurcation. Actually, this view seems to ubiquitous with 5E speculation that it seems almost a certainty to be part of the design.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5758783, member: 59082"] Great ideas, Ahenhnois, along similar lines to my own thinking. Some comments: I agree, and it is because we have a wide variety of tastes for "what is fun," 5E should have a simple core with numerous possible (modular) options. I imagine that a simple enough core that retains the long-term elements of the D&D tradition could be designed to please 90% of the fan-base, from diehard OD&Ders to Pathinderers to 4EDers, but after that we all split up into different directions, or at least a half dozen or so "clans" that like a different collection of sub-systems. Make those optional, modular and--here's the hard part--interchangeable within a campaign, so that, for instance, some PCs use some rules options, while others don't; some are designed with the very simple core rules set, while others have a more complex design--and neither is "better" than the other, just with a greater or lesser degree of complexity and detail. Good luck with that, M&M! Excellent point. Remember how it felt to leave home for the first time, probably in your later teenage years? Maybe you were gone for a semester at college and then came back for Christmas; home seems a lot smaller, more cramped than it was before. My point being, once you get a taste of freedom, of a wider world, going back becomes impossible. I do like 4E, but overall it feels more "cramped" than 3.5, both in terms of the OGL vs GSL, but also the overall design principles. 3.5 can be added to and subtracted from, whereas 4E is more tightly interwoven, like a game of pick-up-sticks: move one thing and the whole things shifts. Again, excellent point--and fits right in with my hope for a simple core/advanced options bifurcation. Actually, this view seems to ubiquitous with 5E speculation that it seems almost a certainty to be part of the design. [/QUOTE]
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