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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="KenNYC" data-source="post: 7758929" data-attributes="member: 6791261"><p>This is a very rose colored way he has at looking at his own design, since the rules he has written is almost the opposite of what he claims his goals are.</p><p></p><p>Just for example, take the assassin. In 1e it was a very themey character class requiring a lot of creativity from the DM where the player had to join a guild and eventually couldn't rise in level unless he killed an assassin of higher level. There was a procedure for the assassin to decide who he was going to kill, how he was going to kill them, and whether it was going to be a fast kill, slow death, instant poison or poison over many doses. All the player had to do was explain clearly how he was going to get into a position to attempt the murder. Theoretically the DM would then come back with an adventure where this might play out. There was a separate XP chart for the assassin where the DM would assign XP for murders modified by your level vs the level of the victim. If you wanted high XP you had to do a tough kill. It was hard to play, hard to DM and yet it is almost strictly social interaction.</p><p></p><p>What is the assassin now? If you hit via attack X do Y dice of damage. The End. Basically, the entire class has been thrown out replaced by "how can I roll more dice? I know, I will choose assassin"</p><p></p><p>And that seems the way it is for so many of the classes. "what can get me better action economy" "this class crits on an 18" and so on. That is what this guy has come up with as he pretends he hasn't.</p></blockquote><p></p>
[QUOTE="KenNYC, post: 7758929, member: 6791261"] This is a very rose colored way he has at looking at his own design, since the rules he has written is almost the opposite of what he claims his goals are. Just for example, take the assassin. In 1e it was a very themey character class requiring a lot of creativity from the DM where the player had to join a guild and eventually couldn't rise in level unless he killed an assassin of higher level. There was a procedure for the assassin to decide who he was going to kill, how he was going to kill them, and whether it was going to be a fast kill, slow death, instant poison or poison over many doses. All the player had to do was explain clearly how he was going to get into a position to attempt the murder. Theoretically the DM would then come back with an adventure where this might play out. There was a separate XP chart for the assassin where the DM would assign XP for murders modified by your level vs the level of the victim. If you wanted high XP you had to do a tough kill. It was hard to play, hard to DM and yet it is almost strictly social interaction. What is the assassin now? If you hit via attack X do Y dice of damage. The End. Basically, the entire class has been thrown out replaced by "how can I roll more dice? I know, I will choose assassin" And that seems the way it is for so many of the classes. "what can get me better action economy" "this class crits on an 18" and so on. That is what this guy has come up with as he pretends he hasn't. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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