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D&D Next Chat Transcript (Mike Mearls & Jeremy Crawford)
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<blockquote data-quote="El Mahdi" data-source="post: 5915228" data-attributes="member: 59506"><p>I don't entirely agree with the idea that it's the responsibility of the DM to take the rules and make them play the way they want for their group. It really shouldn't be necessary for a DM to have game design skills in order to play the game they want...which is essentially what you're saying. ?For those that do have such skills, they do definitely come in handy...but a system should not be designed with an expectation that it's users will have those skills.</p><p> </p><p>As for the responsibility of a rules system, it's only responsibility is to do what the designers intended for it to do...period. Though some designers are more successful than others.</p><p> </p><p>However, I will cede that a game system that's flexible enough to be used for mutiple styles and feels, and is inuitive or easy enough to adapt to do that, is likely going to be a much more successful system than one that doesn't. And one that's actually designed to be variable is even better.</p><p> </p><p><strong><u>So far though, that kind of flexibility and intuitiveness is what the designers of 5E are aiming for.</u></strong> </p><p> </p><p>We'll see just how successful they are at that when we see the final product (though we all do get a chance to help ensure that through the open playtest and our feedback). 5E should be able to run both high-magic and low-magic with equal ease, and have the mechanisms for doing this already in the rules. Or at least that's a goal the designers have stated (they're called "dials"<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />).</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5915228, member: 59506"] I don't entirely agree with the idea that it's the responsibility of the DM to take the rules and make them play the way they want for their group. It really shouldn't be necessary for a DM to have game design skills in order to play the game they want...which is essentially what you're saying. ?For those that do have such skills, they do definitely come in handy...but a system should not be designed with an expectation that it's users will have those skills. As for the responsibility of a rules system, it's only responsibility is to do what the designers intended for it to do...period. Though some designers are more successful than others. However, I will cede that a game system that's flexible enough to be used for mutiple styles and feels, and is inuitive or easy enough to adapt to do that, is likely going to be a much more successful system than one that doesn't. And one that's actually designed to be variable is even better. [B][U]So far though, that kind of flexibility and intuitiveness is what the designers of 5E are aiming for.[/U][/B] We'll see just how successful they are at that when we see the final product (though we all do get a chance to help ensure that through the open playtest and our feedback). 5E should be able to run both high-magic and low-magic with equal ease, and have the mechanisms for doing this already in the rules. Or at least that's a goal the designers have stated (they're called "dials":D). B-) [/QUOTE]
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