I wasn't trying to get into that discussion.
I am just saying that the designers put such a high level of wide satisfaction on possible new ideas that it hindered or even block many things that would or could have been beneficial to 5e.
The fact that we can add 5+ different official new kinds of elf but the designers could only get one new class concept and zero new nonMTG settings past their survey system kinda proves it.
This is addressed specifically in the next slide - turned out when people were presented with fewer out of combat options and more in combat options with actual rules, they liked the opposite due to time pressure constraints on combat and no pressure constrains on out of combat.I dont recall how this was presented back in the surveys. Though, as noted by gmforpowergamers, spells get to just do things in social and exploration pillar and don't need DM adjudication. What a missed opportunity. Clearly, most folks don't seem to care though so what can you do?
The point was some debates in the playtest were made while others weren't.The fact that the playtest for the anniversary edition had multiple kinds of elf was something we were joking about yesterday during our game session. I don't think having an elf of the week is a good thing. Whether or not more classes or options would have been beneficial is debatable.
I knew they said this at some point, just couldn't recall where. Explains a lot of what goes down in conversations here.The forums are not necessarily representative of the larger audience. There definitely is a silent majority sometimes. A lot of times people would say something is terrible on forums, that came back with 95% approval on surveys.
Wow, so actually for most people the 5E product release schedule has bern blisteringy fast.Video #5 Questions
How did they choose which playstyles to support: they wanted enough optimization to satisfy those who wanted high level customization, but not too far in that direction because that moved away from the center (majority view) of the game. They wanted it to be at least everyone's second best version of the game. Making feats an optional rule for example was a compromise they made. The DMG was intended as a tool chest for optional rules.
Question about playtesting and why it's not as sophisticated in RPGs as it is with video games. Mearls says it's about the deadlines and a continual release schedule. They found in one of their playtests how many books people would buy for expansion books. They thought it would be 20 or 30 in ten years, and it turned out to be FOUR. FOUR was the average number of expansion books people bought over ten years. That changed their release schedule. They made them to decide to scale back the number of releases and focus more on playtesting. They looked back and realized they had saturated the market with the release schedule in 3.5 and 4e. They wanted to avoid the treadmill, and that the old business model of RPG markets was outdated. Mearls compared this to the board game industry.
The playtesting method had been tried by WOTC on the Dungeon Command board game prior to 5e, as a test. They learned some process lessons from that.
[This is at 6:26 mark in the video if you want to watch the details - pretty interesting stuff].
[I had to end this viewing at the half way mark at 12:45 due to time. Will continue later.]
complex martialI'm not going to get into this argument again. You want another class, I think there are plenty of options and don't see a big enough niche you could do that isn't already covered.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.