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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Jay Verkuilen" data-source="post: 7760588" data-attributes="member: 6873517"><p>As I recall he had written Sage Advice for a long time so I can get where he's coming from on that score. Of course, too much codification often just overwhelms everyone and ultimately it disempowers players. I remember more than once hearing "if you want to do that, make a feat for it." </p><p></p><p>One thing that seems to always happen---and it might be inevitable---is going overboard fixing the perceived flaws of the previous edition. 1E/2E having inconsistent rules and a lot of interpretation left to the DM? 3E to the rescue! 3.X having too many rules, not a lot of options for some character types, and a lot of game balance problems? 4E to the rescue! 4E falling into a game design uncanny valley that's too far away from the way the game used to feel, prescribing too many things for the DM, and having grindy combat? 5E to the rescue! I wonder what's going to happen when 6E rolls around?</p></blockquote><p></p>
[QUOTE="Jay Verkuilen, post: 7760588, member: 6873517"] As I recall he had written Sage Advice for a long time so I can get where he's coming from on that score. Of course, too much codification often just overwhelms everyone and ultimately it disempowers players. I remember more than once hearing "if you want to do that, make a feat for it." One thing that seems to always happen---and it might be inevitable---is going overboard fixing the perceived flaws of the previous edition. 1E/2E having inconsistent rules and a lot of interpretation left to the DM? 3E to the rescue! 3.X having too many rules, not a lot of options for some character types, and a lot of game balance problems? 4E to the rescue! 4E falling into a game design uncanny valley that's too far away from the way the game used to feel, prescribing too many things for the DM, and having grindy combat? 5E to the rescue! I wonder what's going to happen when 6E rolls around? [/QUOTE]
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