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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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<blockquote data-quote="Umbran" data-source="post: 5917551" data-attributes="member: 177"><p>Oh, sure the lines *could* be less rigid. That doesn't mean they *should* be less rigid.</p><p></p><p>Rigid lines do serve a purpose. Or several purposes, I imagine -they keep the stacking of these things conceptually simple, help reduce the "system mastery" required to find what you want, and more rigid lines help prevent min-maxing in the stacking process. </p><p></p><p></p><p> </p><p></p><p>I reject the idea that combat focus is somehow "lowest". The various desires folks have at the table are not ranked, with some higher than others. </p><p></p><p>Desire for combat is common, yes. I daresay that it seems to me the most common desire in gaming there is. For a game that is actively attempting to be uniting, those things that are really most common should take the bulk of the design effort and attention.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5917551, member: 177"] Oh, sure the lines *could* be less rigid. That doesn't mean they *should* be less rigid. Rigid lines do serve a purpose. Or several purposes, I imagine -they keep the stacking of these things conceptually simple, help reduce the "system mastery" required to find what you want, and more rigid lines help prevent min-maxing in the stacking process. I reject the idea that combat focus is somehow "lowest". The various desires folks have at the table are not ranked, with some higher than others. Desire for combat is common, yes. I daresay that it seems to me the most common desire in gaming there is. For a game that is actively attempting to be uniting, those things that are really most common should take the bulk of the design effort and attention. [/QUOTE]
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EN World Interview With Mike Mearls, Lead Designer of D&D Next
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