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<blockquote data-quote="DaveMage" data-source="post: 4608106" data-attributes="member: 10447"><p>The reason I ask is that if 5E is to be the "holy grail of D&D", I think we need to look back on both why people love and dislike 3E and 4E.</p><p></p><p>To your point about splats, I think this is a seldom-talked about, but very important point. If one looks back at 1E, there are really only 5 core books for players with rules - the Player's Handbook, Unearthed Arcana, Oriental Adventures, Dungeoneer's Survival Guide, and Wilderness Survival Guide. That's it. We had 12+ years of an edition with only FIVE player-focused rulebooks. Compare that with 3.5, which had (not including compendia) <strong><u>24 IN A FOUR YEAR PERIOD!</u></strong> That's way, way too many core rules options for a DM to master. Therefore, the game is bound to break as written (especially in a homebrew) as there is no way for a DM or adventure writer to account for everything. 2E started to break when kits took off, and 4E shows no signs of curtailing the problem as there will be 5 Core Player Rule Books within 1 year (Player's Handbook, Adventurer's Vault, Martial Power, Arcane Power, and Player's Handbook 2).</p><p></p><p>I'm all for options, not restrictions, but the drive to sell player-oriented books (in both 3E and 4E) is, IMO, killing this game. It's too much. I wish D&D were an evergreen, one-shot type base product, that says "here are the rules for players in this one book (or maybe a small few spread out over time - such as 1/year - but not 24!)" and the rest is using those rules (adventures, campaign setting, player and DM aides).</p><p></p><p>The other problem I have with 3E and 4E is the time it takes to play the game. I have mentioned this elsewhere, but I think 5E needs to be released as a game that is played without the grid & minis. That type of play can be added back in a tactical sourcebook, but otherwise I think it has the effect of making the basic game too centered on combat simulation and not on adventure (which I define as seeing unique places and meeting various challenges). By "too centered" I mean that a single combat takes up too long out of a session. </p><p></p><p>Of course, the economic realities at WotC may prevent such a strategy, but I think that for the health of the game, it needs a format change.</p></blockquote><p></p>
[QUOTE="DaveMage, post: 4608106, member: 10447"] The reason I ask is that if 5E is to be the "holy grail of D&D", I think we need to look back on both why people love and dislike 3E and 4E. To your point about splats, I think this is a seldom-talked about, but very important point. If one looks back at 1E, there are really only 5 core books for players with rules - the Player's Handbook, Unearthed Arcana, Oriental Adventures, Dungeoneer's Survival Guide, and Wilderness Survival Guide. That's it. We had 12+ years of an edition with only FIVE player-focused rulebooks. Compare that with 3.5, which had (not including compendia) [B][U]24 IN A FOUR YEAR PERIOD![/U][/B] That's way, way too many core rules options for a DM to master. Therefore, the game is bound to break as written (especially in a homebrew) as there is no way for a DM or adventure writer to account for everything. 2E started to break when kits took off, and 4E shows no signs of curtailing the problem as there will be 5 Core Player Rule Books within 1 year (Player's Handbook, Adventurer's Vault, Martial Power, Arcane Power, and Player's Handbook 2). I'm all for options, not restrictions, but the drive to sell player-oriented books (in both 3E and 4E) is, IMO, killing this game. It's too much. I wish D&D were an evergreen, one-shot type base product, that says "here are the rules for players in this one book (or maybe a small few spread out over time - such as 1/year - but not 24!)" and the rest is using those rules (adventures, campaign setting, player and DM aides). The other problem I have with 3E and 4E is the time it takes to play the game. I have mentioned this elsewhere, but I think 5E needs to be released as a game that is played without the grid & minis. That type of play can be added back in a tactical sourcebook, but otherwise I think it has the effect of making the basic game too centered on combat simulation and not on adventure (which I define as seeing unique places and meeting various challenges). By "too centered" I mean that a single combat takes up too long out of a session. Of course, the economic realities at WotC may prevent such a strategy, but I think that for the health of the game, it needs a format change. [/QUOTE]
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