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5e what would you do?
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<blockquote data-quote="WheresMyD20" data-source="post: 5346783" data-attributes="member: 60772"><p>Taking ideas from classic editions and recreating classic editions are two different things. Very few people, if any, are advocating an exact recreation of the classic editions.</p><p></p><p>By the way, my local used bookstore can't keep the Basic and 1e stuff in stock. It's mostly 3e and some 2e & 4e that lingers on the shelves.</p><p></p><p></p><p></p><p>That's your opinion. I disagree. I think 4e is a decent game system, but I think the game has been taken in the wrong direction. For me, 4e seems painfully slow to play and prep for compared to classic D&D.</p><p></p><p></p><p></p><p>It might come as a shock to you, but I'm an older gamer and I'm fine with the game changing with the times. Things like ascending armor class and Fort/Ref/Will replacing the old saving throws are good changes, IMO. New races and classes like dragonborn, tieflings, warlords, and warlocks don't bother me.</p><p></p><p>Unfortunately, I think that many of the core rule changes that have been made really aren't that great. Things like making grid-and-minis tightly integrated into the core rules and the focus on complex character building might play well with the hardcore crowd, but I think they're two elements that make it more difficult for casual players to pick up the game.</p><p></p><p>I think that WotC has been its own worst enemy in its effort to recruit new players. They've focused so much on the "high value" players - the ones who buy lots of minis and books - that they've designed a game tailored to them. The Essentials line is an interesting idea, but its biggest challenge is that its designed to bring in new players to a game system tailored to the hardcore crowd.</p><p></p><p>Unless Essentials succeeds (and I think the jury is still out on that), then I think that WotC will need a simpler, more newbie-friendly product (5e or a new Basic D&D line) if it wants to draw in new gamers to the hobby.</p><p></p><p></p><p></p><p>I'd start by creating a version of D&D:</p><p>- that doesn't require grid-and-minis</p><p>- that has a single, small core rulebook (roughly 120 pages, including monsters- about the same size as the two B/X rulebooks combined)</p><p>- that's a full-fledged game in its own right*</p><p></p><p>That last point means that players should be able to play a full campaign to a reasonable level (say about 10 or so) using just that one product. It's ok for the game to be a subset of a more complex product, but it should be more than just an "introduction" if you want to attract and keep casual players. Many will move on to the more complex product at their own pace - just don't force them to make the move after only 3 levels.</p><p></p><p>What are *your* ideas for making 5e a better game than 4e?</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5346783, member: 60772"] Taking ideas from classic editions and recreating classic editions are two different things. Very few people, if any, are advocating an exact recreation of the classic editions. By the way, my local used bookstore can't keep the Basic and 1e stuff in stock. It's mostly 3e and some 2e & 4e that lingers on the shelves. That's your opinion. I disagree. I think 4e is a decent game system, but I think the game has been taken in the wrong direction. For me, 4e seems painfully slow to play and prep for compared to classic D&D. It might come as a shock to you, but I'm an older gamer and I'm fine with the game changing with the times. Things like ascending armor class and Fort/Ref/Will replacing the old saving throws are good changes, IMO. New races and classes like dragonborn, tieflings, warlords, and warlocks don't bother me. Unfortunately, I think that many of the core rule changes that have been made really aren't that great. Things like making grid-and-minis tightly integrated into the core rules and the focus on complex character building might play well with the hardcore crowd, but I think they're two elements that make it more difficult for casual players to pick up the game. I think that WotC has been its own worst enemy in its effort to recruit new players. They've focused so much on the "high value" players - the ones who buy lots of minis and books - that they've designed a game tailored to them. The Essentials line is an interesting idea, but its biggest challenge is that its designed to bring in new players to a game system tailored to the hardcore crowd. Unless Essentials succeeds (and I think the jury is still out on that), then I think that WotC will need a simpler, more newbie-friendly product (5e or a new Basic D&D line) if it wants to draw in new gamers to the hobby. I'd start by creating a version of D&D: - that doesn't require grid-and-minis - that has a single, small core rulebook (roughly 120 pages, including monsters- about the same size as the two B/X rulebooks combined) - that's a full-fledged game in its own right* That last point means that players should be able to play a full campaign to a reasonable level (say about 10 or so) using just that one product. It's ok for the game to be a subset of a more complex product, but it should be more than just an "introduction" if you want to attract and keep casual players. Many will move on to the more complex product at their own pace - just don't force them to make the move after only 3 levels. What are *your* ideas for making 5e a better game than 4e? [/QUOTE]
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