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New Legend and Lore is up! Magic Systems as DM Modules
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<blockquote data-quote="VinylTap" data-source="post: 6026181" data-attributes="member: 6697217"><p>Not from the designer's perspective, I don't think. It has a lot to do with how the the rules are presented. There is a sizable desire out there for a solid set of rules. Its one thing to tinker with the rules, and its another to have those options embedded in the rules. Not everyone is looking for a loose framework of malleable rules. Some people are looking for gospel-- and i think that's fair, people are dropping 150+ on books, give them a "GAME", not a "suggestion". People have limited free time, and testing out a ton of "house rules" is time consuming both in conception and testing, they just want to get out there an play! By building that modularity into the "gospel" they've enabled both types of players. They're opening doors without closing any, and that's a great thing. </p><p></p><p>The new mentality of "gospel" doesn't negate the "old school" malleable interpretation of of the game. </p><p></p><p>Also, everything we've seen so far from the design team has been moving towards a flavorful and "unique" play experience from each class. I have no doubt they're keeping this mentality, like I've said in a previous post-- they've only closed one avenue of specialization (and they're not closing it completely). </p><p></p><p>Also, the whole "does vancian define the essence of a DND wizard", they did fine in 4th without vancian, I don't see how you can argue its "fluff gospel".</p></blockquote><p></p>
[QUOTE="VinylTap, post: 6026181, member: 6697217"] Not from the designer's perspective, I don't think. It has a lot to do with how the the rules are presented. There is a sizable desire out there for a solid set of rules. Its one thing to tinker with the rules, and its another to have those options embedded in the rules. Not everyone is looking for a loose framework of malleable rules. Some people are looking for gospel-- and i think that's fair, people are dropping 150+ on books, give them a "GAME", not a "suggestion". People have limited free time, and testing out a ton of "house rules" is time consuming both in conception and testing, they just want to get out there an play! By building that modularity into the "gospel" they've enabled both types of players. They're opening doors without closing any, and that's a great thing. The new mentality of "gospel" doesn't negate the "old school" malleable interpretation of of the game. Also, everything we've seen so far from the design team has been moving towards a flavorful and "unique" play experience from each class. I have no doubt they're keeping this mentality, like I've said in a previous post-- they've only closed one avenue of specialization (and they're not closing it completely). Also, the whole "does vancian define the essence of a DND wizard", they did fine in 4th without vancian, I don't see how you can argue its "fluff gospel". [/QUOTE]
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