teitan
Legend
I think the answer is a lot simpler than people are putting forth. Hasbro wanted D&D to be a "feature brand" like Transformers & My Little Pony at the time or Monopoly, where the brand generates revenue of 50 million plus. The D&D team put together a presentation that was very forward thinking with ideas that were, at the time, in their infancy like virtual table tops and online character generators and subscription services. Things we take for granted now. The idea was also to have the game go much deeper into the side products like the miniatures and tiles that proved very successful in the 3.5 era, since that line launched in that era off the failure of the CHainmail game.
For this reason the system was designed to be tactically heavy, more deeply integrating miniatures and miniature play, The system was option heavy, almost requiring the character generator and also expansion heavy with multiple PHB and DMG, with subsquent DMG's intended to cover the tiers of play as well as the MM providing monsters in a similar manner. The rules were designed to provide more tactical options to give WOTC a plethora of product options beyond just books and minis including cards, tiles, digital tools, and terrain to take advantage of the options baked into the rules set that they never took advantage of in the right way.
It was particularly unfortunate because the products that they were publishing that the system was designed to take advantage of were wound down shortly after launch like the D&D miniatures, into less popular forms, or licensed out to GF9 and others who didn't have the same resources so that the game was not serviced very well. I think the idea was that the VTT and digital tools were seen as more lucrative and licensing the rest out was easy money that didn't account for the bottom line in the end because bean counters. I think the Tiles were the only real survivors of the whole thing.
So it was a system designed to take advantage of digital tools that weren't quite up to snuff yet and based on the ideas, even now aren't quite there yet like automating the effects of some of the attacks and spells fluidly. It was ahead of the curve considering the popularity of D&D Beyond and VTT and different apps and websites that supplement them. In 2009 these were new ideas that were just getting started.
For this reason the system was designed to be tactically heavy, more deeply integrating miniatures and miniature play, The system was option heavy, almost requiring the character generator and also expansion heavy with multiple PHB and DMG, with subsquent DMG's intended to cover the tiers of play as well as the MM providing monsters in a similar manner. The rules were designed to provide more tactical options to give WOTC a plethora of product options beyond just books and minis including cards, tiles, digital tools, and terrain to take advantage of the options baked into the rules set that they never took advantage of in the right way.
It was particularly unfortunate because the products that they were publishing that the system was designed to take advantage of were wound down shortly after launch like the D&D miniatures, into less popular forms, or licensed out to GF9 and others who didn't have the same resources so that the game was not serviced very well. I think the idea was that the VTT and digital tools were seen as more lucrative and licensing the rest out was easy money that didn't account for the bottom line in the end because bean counters. I think the Tiles were the only real survivors of the whole thing.
So it was a system designed to take advantage of digital tools that weren't quite up to snuff yet and based on the ideas, even now aren't quite there yet like automating the effects of some of the attacks and spells fluidly. It was ahead of the curve considering the popularity of D&D Beyond and VTT and different apps and websites that supplement them. In 2009 these were new ideas that were just getting started.