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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="eryndel" data-source="post: 6370096" data-attributes="member: 13120"><p>This is well said. And I'm also struck by the fact that, in the beginning of this effort, D&D Next (can we still call it that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) had a design goal to bring in past players of various editions. To accomplish that, it needs to accommodate that play-style gap. Meaning it needs to be just codified enough that there is a good structure to the rules so folks who are looking for that find it in their game (and don't feel like they have to make everything up), while also taking care of those who want to play fast and loose by giving those folks the wiggle room they need to not feel constrained by the rules.</p><p></p><p>You can't design the "one game to rule them all..." and provide for a consistent play experience across tables, so I don't think consistency across tables was ever a credible design goal. What they did do was try to hoe that middle ground and make a game that appealed to both sides of the coin (and all the many groups in between). So far, I think they done a decent job but we'll have to see what comes out of the DMG.</p></blockquote><p></p>
[QUOTE="eryndel, post: 6370096, member: 13120"] This is well said. And I'm also struck by the fact that, in the beginning of this effort, D&D Next (can we still call it that ;)) had a design goal to bring in past players of various editions. To accomplish that, it needs to accommodate that play-style gap. Meaning it needs to be just codified enough that there is a good structure to the rules so folks who are looking for that find it in their game (and don't feel like they have to make everything up), while also taking care of those who want to play fast and loose by giving those folks the wiggle room they need to not feel constrained by the rules. You can't design the "one game to rule them all..." and provide for a consistent play experience across tables, so I don't think consistency across tables was ever a credible design goal. What they did do was try to hoe that middle ground and make a game that appealed to both sides of the coin (and all the many groups in between). So far, I think they done a decent job but we'll have to see what comes out of the DMG. [/QUOTE]
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I for one hope we don't get "clarification" on many things.
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