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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Ahnehnois" data-source="post: 5976807" data-attributes="member: 17106"><p>I wouldn't go that far (I think hit points/healing, the use of miniatures, and probably a few other things are bigger). But it's definitely a contentious issue.</p><p></p><p>If uniting all editions equates to creating a game more balanced and less flexible and robust than most of them, then you are correct that I (and probably any writer with an eye on the market) think that is inadvisable. I think that one game is capable of satisfying most people (as 3e did for a while) but not everyone; and if you have such a hard line stance, you're probably better off playing something you like. There's nothing wrong with that:</p><p>Exactly.</p><p></p><p>I'm not saying it's anything more than entertainment. I'm saying that if you think that aliens who are humans with rubber foreheads are cheesy and transporters are unbalanced, you probably shouldn't be watching Star Trek; the analagous it true for D&D. If you don't like the basic assumptions of 5e, there's no reason to play it.</p><p></p><p></p><p>The number of spells per day versus base attack or whatever is not core to D&D's identity, but here's what is. In D&D, some characters have spells, and some don't. In D&D, those spells include some that can make you fly, change shape, control people's minds, raise the dead, and grant wishes. In D&D, you can't do these things or anything equivalent without those spells. Thus, in D&D, the characters with spells will never be completely balanced with those without. Frankly, this is true of many fantasy rpgs; magic is supposed to break limits; i.e. it is not supposed to be balanced. If it was, it would lose its identity as magic. If these assumptions don't work for you, 5e is probably not going to, either. This isn't bad game design; it's just a set of fantasy tropes that have captured an audience and been successful for many years. For anyone who doesn't like them (as some don't), there are other options out there.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5976807, member: 17106"] I wouldn't go that far (I think hit points/healing, the use of miniatures, and probably a few other things are bigger). But it's definitely a contentious issue. If uniting all editions equates to creating a game more balanced and less flexible and robust than most of them, then you are correct that I (and probably any writer with an eye on the market) think that is inadvisable. I think that one game is capable of satisfying most people (as 3e did for a while) but not everyone; and if you have such a hard line stance, you're probably better off playing something you like. There's nothing wrong with that: Exactly. I'm not saying it's anything more than entertainment. I'm saying that if you think that aliens who are humans with rubber foreheads are cheesy and transporters are unbalanced, you probably shouldn't be watching Star Trek; the analagous it true for D&D. If you don't like the basic assumptions of 5e, there's no reason to play it. The number of spells per day versus base attack or whatever is not core to D&D's identity, but here's what is. In D&D, some characters have spells, and some don't. In D&D, those spells include some that can make you fly, change shape, control people's minds, raise the dead, and grant wishes. In D&D, you can't do these things or anything equivalent without those spells. Thus, in D&D, the characters with spells will never be completely balanced with those without. Frankly, this is true of many fantasy rpgs; magic is supposed to break limits; i.e. it is not supposed to be balanced. If it was, it would lose its identity as magic. If these assumptions don't work for you, 5e is probably not going to, either. This isn't bad game design; it's just a set of fantasy tropes that have captured an audience and been successful for many years. For anyone who doesn't like them (as some don't), there are other options out there. [/QUOTE]
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