By three ways, I assume you mean Basic, "Standard" and Advanced?@Reynard i have to say, at this point, D&D is big enough for a split.
In fact I’d bet it’d be OK split three ways.
That’s besides if it needs too or should be or can be.
Yes, but also that there are so very many 5e players.By three ways, I assume you mean Basic, "Standard" and Advanced?
Yea, that was the original purpose at TSR. However it’s become many things to its players. Much like D&D in general.I thought the "Basic" and "Advanced" split had little to do about D&D being complicated, or being "big enough." I remember it having more to do with Gary Gygax and Dave Arneson fighting with each other.
There are some core parts of how the game is built which would require a deeper redesign to accommodate options which deviate from 5E's default playstyle.
They actually intended to: Mearls said that the core books were going to be called "Advanced Dungeons & Dragons" to mat h with the free Basic Rules online and included in the Starter Set.When I discovered D&D at the tender age of 10 years in 1985, I came in by way of BECMI and we played that for years before "graduating" to AD&D. Throughout the 80s and 90s there were effectively two D&D games, which while cross compatible were still very much their own games with their own complexities, themes and product styles.
With 5E being as big as it is now, but with so many people looking for different things, I wonder if 5E is "big enough" survive a Basic/Advanced style split between two compatible but distinct lines. If so, what would that look like? What settings get put in what lines?
If you don't think it would work, why not? Is it just splitting the fanbase or is there a different reason?
I'm repeating myself, but as far as I know it was one time in an interview with Mearls. People took a one time statement during the very early stages of development while they were still playtesting from a somewhat unreliable source (Mearls tends to speak about things that are still quite speculative) and ran with it. A mountain has been made out of a molehill.In the early days of 5E playtests, "modularity" was touted as a design goal.
I'm repeating myself, but as far as I know it was one time in an interview with Mearls. People took a one time statement during the very early stages of development while they were still playtesting from a somewhat unreliable source (Mearls tends to speak about things that are still quite speculative) and ran with it. A mountain has been made out of a molehill.
Besides, I think the game is reasonably modular. Take a look at "The Role of the Dice" in the DMG. Going from one extreme to another would make very different games. Add in the optional rules in the DMG. It's not that the game is not modular, it's that for some people it's not modular enough.
No game is perfect. No game is going to work for everyone, sometimes you just have to make some compromises and do the best you can. Since 5E is the best selling RPG ever that has far exceeded expectations, I think they did good enough.