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Community
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5e's big problem - Balancing "Being D&D" versus "Being Not D&D"
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<blockquote data-quote="innerdude" data-source="post: 5885025" data-attributes="member: 85870"><p>Of course I'm saying "I want want I want." This entire 5e forum is basically, "I want 5e to be THIS." </p><p></p><p>But my point is more than that. The point is that I hope that Monte and Mike are looking at potential rules and saying, "Does this improve the game?" And I hope that more often than not, if the answer is "Yes!" they're looking to insert those elements into the game, regardless of whether it makes the game feel more or less "like D&D." </p><p></p><p>It's the Catch-22 of 5e---make it too "retro," and everyone wonders what the fuss is about. "Heck, I can go straight back to 1e or Labyrinth Lord, I don't need to shell out $100+ for this." Make it too "modern," and both the 4e and 3e fans start getting up in arms about which edition is getting short shrift--"Well, 3e does it better than that / 4e has a much better mechanic for that." </p><p></p><p>I don't want the designers to get too caught up thinking that "making it <em>feel </em>like D&D" is the most important criteria. If a player wants it to "feel like D&D"--whichever edition of D&D said player is referring to--the player should play what "feels like D&D" to them. 5e doesn't need to be saddled with this. </p><p></p><p>To me the most important criteria is making the best RPG possible. Create mechanics that produce a high-quality RPG experience, that in some ways adheres to the spirit of D&D, without being beholden to it.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5885025, member: 85870"] Of course I'm saying "I want want I want." This entire 5e forum is basically, "I want 5e to be THIS." But my point is more than that. The point is that I hope that Monte and Mike are looking at potential rules and saying, "Does this improve the game?" And I hope that more often than not, if the answer is "Yes!" they're looking to insert those elements into the game, regardless of whether it makes the game feel more or less "like D&D." It's the Catch-22 of 5e---make it too "retro," and everyone wonders what the fuss is about. "Heck, I can go straight back to 1e or Labyrinth Lord, I don't need to shell out $100+ for this." Make it too "modern," and both the 4e and 3e fans start getting up in arms about which edition is getting short shrift--"Well, 3e does it better than that / 4e has a much better mechanic for that." I don't want the designers to get too caught up thinking that "making it [I]feel [/I]like D&D" is the most important criteria. If a player wants it to "feel like D&D"--whichever edition of D&D said player is referring to--the player should play what "feels like D&D" to them. 5e doesn't need to be saddled with this. To me the most important criteria is making the best RPG possible. Create mechanics that produce a high-quality RPG experience, that in some ways adheres to the spirit of D&D, without being beholden to it. [/QUOTE]
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Community
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5e's big problem - Balancing "Being D&D" versus "Being Not D&D"
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