Zimith
Explorer
One thing I've really found troublesome this last period of playtesting and feedback is the fact it's so little information on what in the playtest packages is suppose to be "Core" and what isn't. It really affects how I view and judge a lot of aspects of the playtest material. I'm one of those who really detest numerous and complicated rules and foresee myself and my group as playing virtually only the core part of the game when it's released. With this in mind, I have a hard time relating to a lot of ideas Wizards are producing. Do I like the latest take on magic and magicians? Thing is; the answer would vary a lot depending on if we're talking about the core magic system or something modular. So far, this is not known.
An example is Mike Mearls' monday article "This week in D&D" where he states It's also worth keeping in mind that, at this stage, we're working on what I consider to be a fairly advanced version of the game. The core D&D game, which is the starting point for new players and the game of choice for veteran players who want a streamlined system, is mostly done at this stage. Oh. Really?!That profoundly changed how I viewed the whole topic (classes, as it were). I had already written a lengthy comment on how I disliked the cleric being a jack of all trade and having. Suspecting now this wasn't intended as part of the core system, I completely changed my view on the whole thing.
Wizards needs to start being explicit about what's Core and what's not. A lot of us worry about ideas we don't like only on the premise they might be part of Core. Another example: If I think Specialities sucks and I don't want them in my game, I might worry about the whole concept if I thought they would be part of core (basically, what we all will be stuck with), otherwise I wouldn't, since I can just opt it out. I could even start to think constructively about Specialities and thus contribute to a better game! From what I've seen in comments and on forums, being explicit about this would really make a lot of people worry a lot less and focus on being constructive.
Cheers!
An example is Mike Mearls' monday article "This week in D&D" where he states It's also worth keeping in mind that, at this stage, we're working on what I consider to be a fairly advanced version of the game. The core D&D game, which is the starting point for new players and the game of choice for veteran players who want a streamlined system, is mostly done at this stage. Oh. Really?!That profoundly changed how I viewed the whole topic (classes, as it were). I had already written a lengthy comment on how I disliked the cleric being a jack of all trade and having. Suspecting now this wasn't intended as part of the core system, I completely changed my view on the whole thing.
Wizards needs to start being explicit about what's Core and what's not. A lot of us worry about ideas we don't like only on the premise they might be part of Core. Another example: If I think Specialities sucks and I don't want them in my game, I might worry about the whole concept if I thought they would be part of core (basically, what we all will be stuck with), otherwise I wouldn't, since I can just opt it out. I could even start to think constructively about Specialities and thus contribute to a better game! From what I've seen in comments and on forums, being explicit about this would really make a lot of people worry a lot less and focus on being constructive.
Cheers!
