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5th Edition and The Rules
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<blockquote data-quote="Hussar" data-source="post: 6362550" data-attributes="member: 22779"><p>I think I kinda see your point Sunshadow21. I really do believe that 4e was in large part designed for organised play to take centre stage. Makes sense to me, if they were truly trying to bring in all these new players, particularly through Gleemax and the online offerings, you'd want rules that were pretty static from table to table. Add to that the fact that the RPGA was the primary play testing vehicle, and you get a system that is heavily leaning on organised play concepts.</p><p></p><p>Pathfinder seems to be going the way of the old Living campaigns where you have two distinct rules sets, one for home and one for organised play. You got the same thing for Vampire as well where you had the Minds Eye Theater rules and the RPG rules, each of which was pretty much completely different. </p><p></p><p>It will be interesting to see how the idea of modularity interacts with WOTC's approach of making each supplementary offering a big event. Which modules WOTC chooses to include in supplements will largely determine what people do at home. Same as you saw in 2e. Sure, NWP's were optional, but, if you used the class splats like Complete Fighter, it was assumed that you were using NWP. The 2e supplements pretty much assumed that all the "optional" options in 2e were in use. Which generally meant that they were.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6362550, member: 22779"] I think I kinda see your point Sunshadow21. I really do believe that 4e was in large part designed for organised play to take centre stage. Makes sense to me, if they were truly trying to bring in all these new players, particularly through Gleemax and the online offerings, you'd want rules that were pretty static from table to table. Add to that the fact that the RPGA was the primary play testing vehicle, and you get a system that is heavily leaning on organised play concepts. Pathfinder seems to be going the way of the old Living campaigns where you have two distinct rules sets, one for home and one for organised play. You got the same thing for Vampire as well where you had the Minds Eye Theater rules and the RPG rules, each of which was pretty much completely different. It will be interesting to see how the idea of modularity interacts with WOTC's approach of making each supplementary offering a big event. Which modules WOTC chooses to include in supplements will largely determine what people do at home. Same as you saw in 2e. Sure, NWP's were optional, but, if you used the class splats like Complete Fighter, it was assumed that you were using NWP. The 2e supplements pretty much assumed that all the "optional" options in 2e were in use. Which generally meant that they were. [/QUOTE]
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