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A Compilation of all the Race Changes in Monsters of the Multiverse
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8521106" data-attributes="member: 7023887"><p>This, in my opinion, is the main point to take from most of these recent changes. 5e was designed largely as an apology for 4e to the older players that left the game to play Pathfinder or continued to just play 3e/3.5e during the 4e era and get them buying official D&D products again, as well as a simplified system so it would be easier than earlier editions for new players to learn and get into. </p><p></p><p>And this formula of "appeasing to the old guard" and "making the game more user-friendly to new players" worked. It made 5e an overwhelming success. People bought the books, new players joined the hobby, people started streaming their D&D sessions online (with Critical Role being the one that kickstarted all of this) which further helped make D&D more popular, and D&D becoming mainstream again made it appear/be referenced in more TV shows and movies (Stranger Things, Community, Rick and Morty, the Magicians, et cetera), and this created even more of a feedback loop of "D&D becomes more mainstream, more players join the hobby, Wizards of the Coast gets even more money from 5e and continues to support the successful edition, making D&D more mainstream, and so on", which, over the course of the last 8 or so years has made D&D 5e's community be very different from how it was when it first came out. </p><p></p><p>The community isn't the same as it was when 5e came out and Wizards of the Coast isn't the same as when 5e came out. And this is a major reason for these changes. A different community and different ideas from Wizards of the Coast makes changes to the game like this inevitable and probably healthy for the game overall. </p><p></p><p>The community is large enough and D&D is successful enough that Wizards of the Coast can make these changes and have them largely be popular, when they likely would have been impossible to do many of these during D&D 4e (imagine if they tried to remove Racial ASIs during 4e, for example. That would have just added <em>even more fuel </em>to the Edition Wars, and there was already plenty).</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8521106, member: 7023887"] This, in my opinion, is the main point to take from most of these recent changes. 5e was designed largely as an apology for 4e to the older players that left the game to play Pathfinder or continued to just play 3e/3.5e during the 4e era and get them buying official D&D products again, as well as a simplified system so it would be easier than earlier editions for new players to learn and get into. And this formula of "appeasing to the old guard" and "making the game more user-friendly to new players" worked. It made 5e an overwhelming success. People bought the books, new players joined the hobby, people started streaming their D&D sessions online (with Critical Role being the one that kickstarted all of this) which further helped make D&D more popular, and D&D becoming mainstream again made it appear/be referenced in more TV shows and movies (Stranger Things, Community, Rick and Morty, the Magicians, et cetera), and this created even more of a feedback loop of "D&D becomes more mainstream, more players join the hobby, Wizards of the Coast gets even more money from 5e and continues to support the successful edition, making D&D more mainstream, and so on", which, over the course of the last 8 or so years has made D&D 5e's community be very different from how it was when it first came out. The community isn't the same as it was when 5e came out and Wizards of the Coast isn't the same as when 5e came out. And this is a major reason for these changes. A different community and different ideas from Wizards of the Coast makes changes to the game like this inevitable and probably healthy for the game overall. The community is large enough and D&D is successful enough that Wizards of the Coast can make these changes and have them largely be popular, when they likely would have been impossible to do many of these during D&D 4e (imagine if they tried to remove Racial ASIs during 4e, for example. That would have just added [I]even more fuel [/I]to the Edition Wars, and there was already plenty). [/QUOTE]
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