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15 Petty Reasons I Won't Buy 5e
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<blockquote data-quote="Ahnehnois" data-source="post: 6322131" data-attributes="member: 17106"><p>Possibly, but both of them meet that description.</p><p></p><p>Exactly. Did they ask us whether said class should even exist? No. Did they ask us how we felt about the progression of attack bonuses? No. Did they ask us whether we liked the health system? No.</p><p></p><p>Any sense. I think anyone who is a reasonably competent DM could write an rpg that better suits their specific needs, and probably a lot of other people's as well. There are an enormous number of conceivable ways that could go. I have no doubt that you could write one that I'd think was better, whether or not you'd endorse the converse.</p><p></p><p>Huh? I value being mechanically sound more than most. I'm expecting the rules to provide a working world that isn't specific to the D&D genre.</p><p></p><p>Complexity is a different issue; I think simplicity is the ideal, so no I wouldn't want basic elements spread out over endless splats.</p><p></p><p>Well, it would be very hard for any professional or amateur game designer to do anything that was 100% original and used no ideas found elsewhere. The homebrew 3.X melange I'm using is obviously incorporating a lot of sources, but it is definitely a much smoother and more cohesive mechanical entity than anything I ever saw in the 5e playtests.</p><p></p><p>But if I were to flesh out the standardized, skill-based system I briefly laid out a framework for, I have no doubt that it would "work better" in the generic sense, not just for me. Do I have any interest in entering the publishing business? No.</p><p></p><p>I also have no doubt that someone else's completely different approach might also work. The bar, frankly, is pretty low. It's not a question of whether we can write a better fantasy story than George R. R. Martin.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6322131, member: 17106"] Possibly, but both of them meet that description. Exactly. Did they ask us whether said class should even exist? No. Did they ask us how we felt about the progression of attack bonuses? No. Did they ask us whether we liked the health system? No. Any sense. I think anyone who is a reasonably competent DM could write an rpg that better suits their specific needs, and probably a lot of other people's as well. There are an enormous number of conceivable ways that could go. I have no doubt that you could write one that I'd think was better, whether or not you'd endorse the converse. Huh? I value being mechanically sound more than most. I'm expecting the rules to provide a working world that isn't specific to the D&D genre. Complexity is a different issue; I think simplicity is the ideal, so no I wouldn't want basic elements spread out over endless splats. Well, it would be very hard for any professional or amateur game designer to do anything that was 100% original and used no ideas found elsewhere. The homebrew 3.X melange I'm using is obviously incorporating a lot of sources, but it is definitely a much smoother and more cohesive mechanical entity than anything I ever saw in the 5e playtests. But if I were to flesh out the standardized, skill-based system I briefly laid out a framework for, I have no doubt that it would "work better" in the generic sense, not just for me. Do I have any interest in entering the publishing business? No. I also have no doubt that someone else's completely different approach might also work. The bar, frankly, is pretty low. It's not a question of whether we can write a better fantasy story than George R. R. Martin. [/QUOTE]
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