Anyone too married to their current system and play style, is going to be disappointed. I would include myself in that particular demographic.
My guess: weasel molestation.What the hell did they threaten you people with???![]()
My first impression is, we already have this game on our shelves (or in my case, a cardboard box in the crawl space). Its pages are a bit yellower from age, and I might have some difficulty finding my bundle of house rules, but it is the same game. When I played this "next" iteration, it felt like I was playing AD&D with a bunch of house rules, and since those house rules are coming from the house of WoTC, we're just calling them rules. I don't really see the point....
I would have much rather seen them go forward, rather than this whole zen approach of starting from basic D&D, and building up again, to rediscover the game of Dungeons and Dragons. It seems like a whole lot of work to give us something we already have. Yes most of our rules were hand written and in binders, but they were exactly how we wanted them to be. And we've moved on (well... admittedly, some of us haven't).
Frankly, regardless of how the rules are built, more assertive and more innovative players will always have huge advantages in rpgs. Balancing the fighter and the barbarian is the game designers' job, but balancing the people at the table is the individual DM's job.Yeah, not a big fan of this type of thing.
The articulate intelligent player gets "advantage" nearly every session. The shy introverted player doesn't.
I understand that some people will say, "Well, this might pull the shy person out of his shell", but that's not really the job of the game mechanics. I'm not too keen on game mechanics that give advantages to some individual players and not to others. I prefer a more equitable system and have a strong fairness streak in me.
I also am a fan of "let the dice fall the way they fall" and am not into Karma systems.
Frankly, regardless of how the rules are built, more assertive and more innovative players will always have huge advantages in rpgs. Balancing the fighter and the barbarian is the game designers' job, but balancing the people at the table is the individual DM's job.
In any case, the "advantage" idea isn't terribly different from most circumstance modifiers. Your Bluff check result is affected by how plausible of a lie you told. That really makes sense. The converse doesn't. I think a mechanic that rewards ambition and skill is good design (much better than punishing those who don't).
Just trying to turn a phrase. Managing the people at the table and their interests and skilld is probably more what I'm getting at.Odd phrase that. "Balancing the people". I might phrase that "being equitable and consistently fair and unbiased to each player at the table".