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D&D Next: The Toolbox Edition (What's not to like?)
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<blockquote data-quote="Mercurius" data-source="post: 5836622" data-attributes="member: 59082"><p>Yeah, that is something that has crossed my mind. I do think there are ways to minimize this, though, and it is based in ideas for my "ideal 5E" that I've written about here, well before the official announcement. One way to go about it is to have three broad variations of the game: </p><p></p><p></p><ol> <li data-xf-list-type="ol"><strong>Basic </strong>- this is the simple, core game, that is common to all variations of D&D Next.</li> <li data-xf-list-type="ol"><strong>Advanced </strong>- this is the default combination of modular options; what could be called "WotC's house rules" and would in essence be an attempt by WotC to hybridize the best of 3.5 and 4E into a new advanced game.</li> <li data-xf-list-type="ol"><strong>Toolbox </strong>- this is where all of the modular options are, and from which the Advanced game is drawn.</li> </ol><p>All official adventures could be run with Basic and most with Advanced; monster books would be in Basic/Advanced format; tournament play could be either Basic or Advanced. The other modular options are customizations for specific campaigns but are still compatible with Basic and Advanced. So, for example, if you have a party of "Toolbox" PCs there would be no problem running them through an official adventure.</p><p></p><p>So this problem (and others that you didn't mention, like tournament play) is, at least, minimized through having a default "Advanced" game.</p><p></p><p>But it should also be clear that the design goals of D&D Next would theoretically allow for some toolbox options to be in a Basic (or Advanced) game, at least with regards to character options. So it shouldn't matter how an adventure is written; all 5E characters should be mutually compatible with just about every variation of the game. How combat and other encounters are handled is a different matter, but again, even a character with detailed skills should be usable in a Basic game that uses abilities for skill checks as default.</p><p></p><p></p><p></p><p>5 minutes? That's nothing. How long does it usually take for most DMs to set-up a new campaign with players? Most groups I've played in use most or all of the first session just on set-up: character creation, background, setting description, maybe an introductory encounter.</p><p></p><p>If WotC is really clever then they can offer customizable computer tools so that, for instance, a DM can set up the 5E Character Builder with pre-set options, or even customizable rule books that you can click on modular options and only those are displayed in the online/PDF rulebook.</p><p></p><p></p><p></p><p>Yeah, I see this as well. On one hand I can understand why someone interested in a more classic game wouldn't want a dragonborn or shardmind in the <em>Players Handbook; </em>this is why I advocate the first PHB being very "classic" in feel, with maybe only a sprinkling of WotC D&D exotica. But once you get past that, say into later splat books or online tools, I see no reason not to have as many options and variations as possible. </p><p></p><p>So there are ways to get around this in terms of layout and packaging. For instance, WotC can come out with a starter set (the "Next Red Box") modeled somewhat after the Pathfinder Beginner's Box that includes the Basic rules and the basic rules only, levels 1-5. WotC could come out with further box sets that expand the Basic rules up to 20th level and beyond; e.g. "Starter Set (levels 1-5), Heroic Box (levels 1-10, more classes and races), Paragon Box (11-20), Epic Box (21-30). Then they can publish the hardcovers, which would include both the basic rules and the default Advanced game (see above), as well as other modular options.</p><p></p><p>So for those wanting a more classic/simple game, they can still to the box sets. For those wanting the modular options they can buy the hardcover books.</p><p></p><p>Now of course there are going to be some folks that are unhappy no matter what, unless of course WotC decides to dial everything back in time to 19xx and edition y, but there's just no pleasing some folks. I think what WotC is going for--and is possible (if difficult) to accomplish--is creating a game that pleases a sizable chunk of folks, attracts new players, and at least doesn't offend those that aren't interested in it. There is always going to be an (unfortunately vocal) minority that hates whatever WotC comes up with. Let's just hope that with D&D Next it is relatively small.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5836622, member: 59082"] Yeah, that is something that has crossed my mind. I do think there are ways to minimize this, though, and it is based in ideas for my "ideal 5E" that I've written about here, well before the official announcement. One way to go about it is to have three broad variations of the game: [LIST=1] [*][B]Basic [/B]- this is the simple, core game, that is common to all variations of D&D Next. [*][B]Advanced [/B]- this is the default combination of modular options; what could be called "WotC's house rules" and would in essence be an attempt by WotC to hybridize the best of 3.5 and 4E into a new advanced game. [*][B]Toolbox [/B]- this is where all of the modular options are, and from which the Advanced game is drawn. [/LIST] All official adventures could be run with Basic and most with Advanced; monster books would be in Basic/Advanced format; tournament play could be either Basic or Advanced. The other modular options are customizations for specific campaigns but are still compatible with Basic and Advanced. So, for example, if you have a party of "Toolbox" PCs there would be no problem running them through an official adventure. So this problem (and others that you didn't mention, like tournament play) is, at least, minimized through having a default "Advanced" game. But it should also be clear that the design goals of D&D Next would theoretically allow for some toolbox options to be in a Basic (or Advanced) game, at least with regards to character options. So it shouldn't matter how an adventure is written; all 5E characters should be mutually compatible with just about every variation of the game. How combat and other encounters are handled is a different matter, but again, even a character with detailed skills should be usable in a Basic game that uses abilities for skill checks as default. 5 minutes? That's nothing. How long does it usually take for most DMs to set-up a new campaign with players? Most groups I've played in use most or all of the first session just on set-up: character creation, background, setting description, maybe an introductory encounter. If WotC is really clever then they can offer customizable computer tools so that, for instance, a DM can set up the 5E Character Builder with pre-set options, or even customizable rule books that you can click on modular options and only those are displayed in the online/PDF rulebook. Yeah, I see this as well. On one hand I can understand why someone interested in a more classic game wouldn't want a dragonborn or shardmind in the [I]Players Handbook; [/I]this is why I advocate the first PHB being very "classic" in feel, with maybe only a sprinkling of WotC D&D exotica. But once you get past that, say into later splat books or online tools, I see no reason not to have as many options and variations as possible. So there are ways to get around this in terms of layout and packaging. For instance, WotC can come out with a starter set (the "Next Red Box") modeled somewhat after the Pathfinder Beginner's Box that includes the Basic rules and the basic rules only, levels 1-5. WotC could come out with further box sets that expand the Basic rules up to 20th level and beyond; e.g. "Starter Set (levels 1-5), Heroic Box (levels 1-10, more classes and races), Paragon Box (11-20), Epic Box (21-30). Then they can publish the hardcovers, which would include both the basic rules and the default Advanced game (see above), as well as other modular options. So for those wanting a more classic/simple game, they can still to the box sets. For those wanting the modular options they can buy the hardcover books. Now of course there are going to be some folks that are unhappy no matter what, unless of course WotC decides to dial everything back in time to 19xx and edition y, but there's just no pleasing some folks. I think what WotC is going for--and is possible (if difficult) to accomplish--is creating a game that pleases a sizable chunk of folks, attracts new players, and at least doesn't offend those that aren't interested in it. There is always going to be an (unfortunately vocal) minority that hates whatever WotC comes up with. Let's just hope that with D&D Next it is relatively small. [/QUOTE]
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