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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e players, why do you want 5e?
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<blockquote data-quote="FreeXenon" data-source="post: 5923621" data-attributes="member: 6228"><p>I posted this and received no response in WotC's boards... but...</p><p></p><p></p><p>I have a mixed feeling with what I am seeing at this point. Some good and some bad, but more bad than good. I love Themes and Backgrounds... I have goosebumps just thinking about it.</p><p></p><p></p><p></p><p>A sort of a Tiered approach to the rules set: </p><p></p><p></p><p>How I would really like to see Next developed is in a tiered fashion, and stop the edition bastardization I am seeing. =( Collections of rules could be set forth as a way to create campaign type. Low magic and gritty realism, use basic tier rules + theses modules; high fantasy use tier 3 minus these modules + these modules; horror use these modules; etc....</p><p></p><p></p><p><strong>Tier 1:</strong> The root of the game caters to 1E/2E/Rules Lite/Narrativist/Gritty gamers who do not want a lot of rules and want to leave a lot to the DM/players to figure out or to narrate, but however simplified and streamlined with what WotC has learned of the game over the years. An example of which may be having most things set as an attribute check and giving with modifiers from there, which is kind of how it is now in Next with skills. Give guidelines and DC's appropriate to give the DM a set to how to do things so everyone is playing with the same expectations and range. If I extract those portions of Next that I see that are along those lines I like them. This part also will in include the rules that 1E/2E people will like along with Vancian spell casting and slow natural healing with magical dominance for healing.</p><p></p><p></p><p><strong>Tier 2:</strong> This tier will look to adding complexity and rules standardization for combat maneuvers etc, and more complex or definite rules definition. Modules are added to add portions of 3E/4E elements to the game (within the scope of the new framework) for more character customization and rules options: themes and backgrounds, skills, alternative healing dials to change the way healing works (gritty -> 4E), etc, alternative spell casting methods, fighter martial powers</p><p></p><p></p><p><strong>Tier3:</strong> a full on tactically complex and intensive, grid using rules like 4E with even more variants and alternative rules: fixed skill challenges, class powers, a healing surge method perhaps modifying the hd concept etc. more dials for dm's and players to use to tune their game. </p><p></p><p></p><p></p><p></p><p>The Tier 1 fighter would be as is in its current formish, simple and uncomplicated, and the Tier 3 would be more like the 4E fighter, with the option of having different levels of complexity based on DM or player choice. Since they are all built upon the same basic rules framework (DC's and resolution mechanics), but differing in their complexity and specificity, and <strong>presentation</strong>. For a lot of things between the different groups presentation of the rules and options are an issue, not necessarily the specific mechanics</p><p></p><p></p><p>I can get behind this and even be able to enjoy a rules lite and narrativist and old school game with a new streamlined and efficient rules set. </p><p></p><p></p><p>... or something along theses lines.</p><p></p><p></p><p>Just my humble thoughts.</p></blockquote><p></p>
[QUOTE="FreeXenon, post: 5923621, member: 6228"] I posted this and received no response in WotC's boards... but... I have a mixed feeling with what I am seeing at this point. Some good and some bad, but more bad than good. I love Themes and Backgrounds... I have goosebumps just thinking about it. A sort of a Tiered approach to the rules set: How I would really like to see Next developed is in a tiered fashion, and stop the edition bastardization I am seeing. =( Collections of rules could be set forth as a way to create campaign type. Low magic and gritty realism, use basic tier rules + theses modules; high fantasy use tier 3 minus these modules + these modules; horror use these modules; etc.... [B]Tier 1:[/B] The root of the game caters to 1E/2E/Rules Lite/Narrativist/Gritty gamers who do not want a lot of rules and want to leave a lot to the DM/players to figure out or to narrate, but however simplified and streamlined with what WotC has learned of the game over the years. An example of which may be having most things set as an attribute check and giving with modifiers from there, which is kind of how it is now in Next with skills. Give guidelines and DC's appropriate to give the DM a set to how to do things so everyone is playing with the same expectations and range. If I extract those portions of Next that I see that are along those lines I like them. This part also will in include the rules that 1E/2E people will like along with Vancian spell casting and slow natural healing with magical dominance for healing. [B]Tier 2:[/B] This tier will look to adding complexity and rules standardization for combat maneuvers etc, and more complex or definite rules definition. Modules are added to add portions of 3E/4E elements to the game (within the scope of the new framework) for more character customization and rules options: themes and backgrounds, skills, alternative healing dials to change the way healing works (gritty -> 4E), etc, alternative spell casting methods, fighter martial powers [B]Tier3:[/B] a full on tactically complex and intensive, grid using rules like 4E with even more variants and alternative rules: fixed skill challenges, class powers, a healing surge method perhaps modifying the hd concept etc. more dials for dm's and players to use to tune their game. The Tier 1 fighter would be as is in its current formish, simple and uncomplicated, and the Tier 3 would be more like the 4E fighter, with the option of having different levels of complexity based on DM or player choice. Since they are all built upon the same basic rules framework (DC's and resolution mechanics), but differing in their complexity and specificity, and [B]presentation[/B]. For a lot of things between the different groups presentation of the rules and options are an issue, not necessarily the specific mechanics I can get behind this and even be able to enjoy a rules lite and narrativist and old school game with a new streamlined and efficient rules set. ... or something along theses lines. Just my humble thoughts. [/QUOTE]
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