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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="Jester David" data-source="post: 5978341" data-attributes="member: 37579"><p>Because if you throw away old mechanics you lose part of the game. It's better to use the seed of the old terrible mechanic to build the new workable mechanic. Much like how they used "hit dice" from older editions in 5e, mixing the good idea of healing surges with the nostalgia. </p><p></p><p>So much of the D&D rules are weird. Armour as an avoidance when it's easier to hit a heavily armoured character. AC and higher level hp both covering avoiding blows. Numerous redundant classes. Unnecessary distinction between divine and arcane magic. Reliance on 20 sided dice which inflate the math and DCs with equal possibility of any result.</p><p></p><p>You could have a much tighter game with three classes (warrior, skill user, spell-caster) combined in different ways for the other classes. Resolution uses 2d6 adding a bell curve for average results with a 7 meaning success, <6 failure, 2 a fumble, and 12 a critical success. But that wouldn't be D&D. </p><p></p><p>One change isn't much and is fine. But it's <em>never</em> just one change. If it's acceptable to drop elements bits and pieces of the game just fall away and are lost. After all, it's easier to make something new than fix older elements. Slowly, subtly, the spirit and feel of the game is lost. </p><p>If you set the rule "if it's old enough it stays" it does mean more work to make those old elements function. And it means you have to really, really justify dumping them if they cannot work - which is an option.</p><p></p><p></p><p>Feel ties directly to mechanics. There's a tonne of D&D IP in the Delve board games (Ravenloft, Ashardalon, Drizzt) but they don't <em>feel</em> like playing true D&D.</p></blockquote><p></p>
[QUOTE="Jester David, post: 5978341, member: 37579"] Because if you throw away old mechanics you lose part of the game. It's better to use the seed of the old terrible mechanic to build the new workable mechanic. Much like how they used "hit dice" from older editions in 5e, mixing the good idea of healing surges with the nostalgia. So much of the D&D rules are weird. Armour as an avoidance when it's easier to hit a heavily armoured character. AC and higher level hp both covering avoiding blows. Numerous redundant classes. Unnecessary distinction between divine and arcane magic. Reliance on 20 sided dice which inflate the math and DCs with equal possibility of any result. You could have a much tighter game with three classes (warrior, skill user, spell-caster) combined in different ways for the other classes. Resolution uses 2d6 adding a bell curve for average results with a 7 meaning success, <6 failure, 2 a fumble, and 12 a critical success. But that wouldn't be D&D. One change isn't much and is fine. But it's [I]never[/I] just one change. If it's acceptable to drop elements bits and pieces of the game just fall away and are lost. After all, it's easier to make something new than fix older elements. Slowly, subtly, the spirit and feel of the game is lost. If you set the rule "if it's old enough it stays" it does mean more work to make those old elements function. And it means you have to really, really justify dumping them if they cannot work - which is an option. Feel ties directly to mechanics. There's a tonne of D&D IP in the Delve board games (Ravenloft, Ashardalon, Drizzt) but they don't [I]feel[/I] like playing true D&D. [/QUOTE]
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