Bedrockgames
I post in the voice of Christopher Walken
Not the best way of putting it, IMHO. D&D has to appeal to it's own past and it's established player base, and thus the often quixotic playstyles they managed to fit to it over the decades (which, yes, is one of the reasons they had to roll back some of the innovations adopted by 4e - though those innovations may have been made by other games years if not decades earlier). But D&D has never supported a broad range of play styles, it's just that, as it was the dominant game for so long, gamers have adapted many styles to D&D, as best they could.There's been a strong sense of a pendulum swinging on certain issues. 3e combat was too static, so 4e combat became dynamic and tactical, so 5e combat became fast. Then again, there are other aspects where it's just a straight trend - spellcasting just getting easier an easier with every edition, until, in 4e, it was no more risky or penalized to cast a ranged spell as any other ranged attack (like a bow), and, in 5e, where it's now easier to cast a spell in melee than to use a bow. On the DM side, yes, the pendulum has taken a longer swing from the player-empowerment of 3e & 4e, back to the DM empowerment of the classic game. Sounds like fun.
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I am not saying it needs to support multiple game styles in the way that a game super focused on it would. What I am saying is it needs to not present strong impediments or problems to these range of styles. D&D has never been the game for a group or person who is very into one particular thing and is looking for a specialized system to fit it. But you still get a broad range of play styles and preferences due to the fact that so many people play the thing. I think the goal of 5E was all about bringing as many different types of gamers to the table. And I think that is the position D&D is in because it is so big, naturally you are going to have a lot of people playing it in slightly different ways. If an edition comes out, and it feels like an affront to a group that has been playing this way or that for ages, then it can lose a whole segment of the market. So it is about not making D&D so specialized (aside from its own hallmarks that people have come to expect) that the guy who wants to focus more on hack n slash isn't put off but neither is the person who wants to focus more on story or on RP and investigating (or more likely have a blend of all those things over several sessions). So the innovations it brings will need to be stuff that don't trip out folks too much.
I think innovation in mechanics and system is important and it is good we have niche games exploring them. But I also think there is this condescending attitude that creeps into these discussions when it comes to D&D, where people sort of sneer at D&D players and preferences for 'holding back' innovation. I don't know, to me that is a bit elitist and feels like it isn't really interested in understanding why people are playing the game in the first place (it just wants them to finally adopt some other way or be more open to changes that a person wants). But when you have a big and popular game getting in changes is more like an election. The big game has to appeal to so many folks, many of whom have been playing the game for years already and have certain expectations around it, that you really can't expect that its going to be introducing massive and radical changes to the rules for the sake of innovation (innovation isn't the aim, the aim is producing a good edition of D&D that will be played by the maximum number of people possible).
That said, while I haven't had a chance to play it yet (because I got two campaigns going with another system right now), I have been reading the 5E books and interested in running something. Personally I think it is a very interesting edition that makes some very good and important alterations, but does it with a light enough hand that it will be accepted by a wide cross section of gamers (and that kind of light hand takes a certain amount of skill in my view).
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