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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="chaochou" data-source="post: 5980555" data-attributes="member: 99817"><p>I totally agree. I think presentational issues are pretty fundamental - rpgs are expressed through language after all. But I think this is the tension that D&D design faces - a bit like a political party, it has to modernise without ever saying or implying that anything in the past could have been problematic. (No more politics references...)</p><p></p><p>Now as far as I'm aware at least some of the advice and ideas around skill challenges was written by Robin Laws. This is the same designer who wrote HeroWars back in 2000/1.</p><p></p><p>HeroWars was, at the time, pretty much the cutting edge of technology for d20-based conflict resolution systems. To my mind it still is - it's simple, very flexible and highly nuanced all at once, a springboard for imagining events rather than a descriptor of those events.</p><p></p><p>So, with Laws at least on board in some capacity in 4e I find it staggering that Skill Challenges were so badly explained. Was it due to a process of writing, rewriting and editing? Was it that the publisher shied away from explaining the fundamental ideas of conflict resolution, because it would be, at minimum, a tacit acceptance of the limitations of the previously canonical task resolution?</p><p></p><p>I don't know. But 5e has the same tightrope to walk... trying to offer something new, without offending the admirers of the old. Probably the toughest gig in the rpg world.</p><p></p><p></p><p></p><p>No probs. Just don't expect xp, cos the system here works against me...</p></blockquote><p></p>
[QUOTE="chaochou, post: 5980555, member: 99817"] I totally agree. I think presentational issues are pretty fundamental - rpgs are expressed through language after all. But I think this is the tension that D&D design faces - a bit like a political party, it has to modernise without ever saying or implying that anything in the past could have been problematic. (No more politics references...) Now as far as I'm aware at least some of the advice and ideas around skill challenges was written by Robin Laws. This is the same designer who wrote HeroWars back in 2000/1. HeroWars was, at the time, pretty much the cutting edge of technology for d20-based conflict resolution systems. To my mind it still is - it's simple, very flexible and highly nuanced all at once, a springboard for imagining events rather than a descriptor of those events. So, with Laws at least on board in some capacity in 4e I find it staggering that Skill Challenges were so badly explained. Was it due to a process of writing, rewriting and editing? Was it that the publisher shied away from explaining the fundamental ideas of conflict resolution, because it would be, at minimum, a tacit acceptance of the limitations of the previously canonical task resolution? I don't know. But 5e has the same tightrope to walk... trying to offer something new, without offending the admirers of the old. Probably the toughest gig in the rpg world. No probs. Just don't expect xp, cos the system here works against me... [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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