Mercurius
Legend
Let's get back to basics for a moment, and look again at the essential design principles of D&D Next. Here's a quote from the D&D 5E Info page:
I've highlighted the most crucial part. While this quote is specific to magic use, I think it is quite representative of the design goals for 5E as a whole.
So the question is, what's not to like about that? Does anyone actually not approve of the goal of making the game "as modular as possible while still maintaining the baseline of classic D&D fantasy?" Does anyone actually lose if they pull this off? You can play your crunchy 3.5-esque game, even "out-3.5 3.5" with enormously detailed character creation. Or you can play a cinematic wuxia-esque 4E-style game with even more over-the-top powers. Or you can play an old school Gygaxian 1E-esque game.
What the game won't do, it seems, is give you a predetermined set of rules that caters to your exact play style and/or railroad everyone into playing the same version of the game. What it will do, as far as I can tell (and hope), is provide a simple basic game and a toolbox of options to play with, to make the game our own.
Speaking for myself, they can't be taking a better approach. You mean you're simplifying the core game so I can play quick-and-dirty without complex conditional modifiers and a million rules sub-systems to wade through? I can customize the game so that I only add those sub-systems that I'm interested in, even changing it up in different encounters? You're providing me with a bucket-load of options that are all mutually compatible and I can pick-and-choose from?
Again, what's not to like? I know it might be a big "if," but if they do pull this off it really has something for everyone. Even if you still prefer a specific edition of the game to Next, I don't see what fault can be found in this sort of approach unless one feels that everyone should play D&D a certain, uniform way. What D&D Next seems to be (finally) doing is institutionalizing the approach that most DMs and groups take, and helping us do it: making the game customizable and intentionally designing not as a codified system of rules and laws, but a toolbox.
If that is really what D&D Next is about, or at least comes close to that, then sign me up! I'm on-board.
Rodney Thompson said:"...there's no reason why, in addition to Vancian spellcasting for wizards and other classes, we couldn't explore alternatives. If we've done our job right, we can provide rules for spell points or some other spellcasting system, or maybe several other spellcasting systems if we need to. A goal for the game is to make it as modular as possible while still maintaining a baseline of classic D&D fantasy, and part of that modularity can include alternatives to mechanics presented in the baseline. We also know that there are elements of non-Vancian magic systems that would be a good idea to incorporate into a Vancian wizard; at-will spells are a piece of game tech that doesn't fit in the classic Vancian model, but that we know is both popular with players and also helps reinforce the wizard as a representative of the master-of-magic archetype."
I've highlighted the most crucial part. While this quote is specific to magic use, I think it is quite representative of the design goals for 5E as a whole.
So the question is, what's not to like about that? Does anyone actually not approve of the goal of making the game "as modular as possible while still maintaining the baseline of classic D&D fantasy?" Does anyone actually lose if they pull this off? You can play your crunchy 3.5-esque game, even "out-3.5 3.5" with enormously detailed character creation. Or you can play a cinematic wuxia-esque 4E-style game with even more over-the-top powers. Or you can play an old school Gygaxian 1E-esque game.
What the game won't do, it seems, is give you a predetermined set of rules that caters to your exact play style and/or railroad everyone into playing the same version of the game. What it will do, as far as I can tell (and hope), is provide a simple basic game and a toolbox of options to play with, to make the game our own.
Speaking for myself, they can't be taking a better approach. You mean you're simplifying the core game so I can play quick-and-dirty without complex conditional modifiers and a million rules sub-systems to wade through? I can customize the game so that I only add those sub-systems that I'm interested in, even changing it up in different encounters? You're providing me with a bucket-load of options that are all mutually compatible and I can pick-and-choose from?
Again, what's not to like? I know it might be a big "if," but if they do pull this off it really has something for everyone. Even if you still prefer a specific edition of the game to Next, I don't see what fault can be found in this sort of approach unless one feels that everyone should play D&D a certain, uniform way. What D&D Next seems to be (finally) doing is institutionalizing the approach that most DMs and groups take, and helping us do it: making the game customizable and intentionally designing not as a codified system of rules and laws, but a toolbox.
If that is really what D&D Next is about, or at least comes close to that, then sign me up! I'm on-board.