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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Satyrn" data-source="post: 7759921" data-attributes="member: 6801204"><p>No.</p><p></p><p>My idea of an advanced players handbook with a lot less mechanical bits would be a reflection of [MENTION=6779196]Charlaquin[/MENTION]'s with lots more. It's not really about sheer number of choices of character building option, but the number of choice points.</p><p></p><p>I'm talking about a version of D&D where I choose my race and class, gain a couple features at 1st level and then never have to make another character building choice again. The Basic rules don't give me that. Even with the champion, I have ASIs to allocate, for example, and all the classes still gain too many features overall.</p><p></p><p>In a nutshell, I want more classes to choose from than the Basic Rules give, but I want each of those classes to have fewer features than the PH gives them.</p></blockquote><p></p>
[QUOTE="Satyrn, post: 7759921, member: 6801204"] No. My idea of an advanced players handbook with a lot less mechanical bits would be a reflection of [MENTION=6779196]Charlaquin[/MENTION]'s with lots more. It's not really about sheer number of choices of character building option, but the number of choice points. I'm talking about a version of D&D where I choose my race and class, gain a couple features at 1st level and then never have to make another character building choice again. The Basic rules don't give me that. Even with the champion, I have ASIs to allocate, for example, and all the classes still gain too many features overall. In a nutshell, I want more classes to choose from than the Basic Rules give, but I want each of those classes to have fewer features than the PH gives them. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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