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D&D Player's Handbook 2024: The Official Advance Review
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<blockquote data-quote="Jacob Lewis" data-source="post: 9431525" data-attributes="member: 6667921"><p>There is a significant difference between "which options are allowed" and "which core rules are we using". Or at least, there should be.</p><p></p><p>At one time, supplemental materials were treated more like optional supplements rather than core expansions. Most game systems (IMO) don't need an excessive number of rules changed, augmented, or expanded on a regular basis. I think 5e has done remarkably well in this regard compared to previous editions. The rules themselves may leave much to be desired, but I digress.</p><p></p><p>The ideal (game) product line for me has a definitive set of rules contained in one place. The support products are largely focused on creating and enhancing the game experience at the table. That means source material for specific or generic settings, pre-written adventures and scenarios ready to use for those who haven't the time, talent, or resources to create their own, and "toolbox" material to provide guidance and easy-to-use instructions for those who want to craft their own unique experiences. </p><p></p><p>Granted, 5e comes very close to doing this, which is why I tried so hard to adapt to it. But it fails for me because it fell back into the same issues I had with previous editions; issues that 4e actually solved for me and showed me the DnD game that I really wanted as both a player and a GM. That's not to say 4e isn't without its share of issues for me. But I still choose it despite the difficulties and challenges of trying to champion a defunct and grossly over-maligned system today. The failed promise of what Essentials should have been might be the closest thing to what I want. But I am neither part of the majority, nor the traget audience/customer anymore.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9431525, member: 6667921"] There is a significant difference between "which options are allowed" and "which core rules are we using". Or at least, there should be. At one time, supplemental materials were treated more like optional supplements rather than core expansions. Most game systems (IMO) don't need an excessive number of rules changed, augmented, or expanded on a regular basis. I think 5e has done remarkably well in this regard compared to previous editions. The rules themselves may leave much to be desired, but I digress. The ideal (game) product line for me has a definitive set of rules contained in one place. The support products are largely focused on creating and enhancing the game experience at the table. That means source material for specific or generic settings, pre-written adventures and scenarios ready to use for those who haven't the time, talent, or resources to create their own, and "toolbox" material to provide guidance and easy-to-use instructions for those who want to craft their own unique experiences. Granted, 5e comes very close to doing this, which is why I tried so hard to adapt to it. But it fails for me because it fell back into the same issues I had with previous editions; issues that 4e actually solved for me and showed me the DnD game that I really wanted as both a player and a GM. That's not to say 4e isn't without its share of issues for me. But I still choose it despite the difficulties and challenges of trying to champion a defunct and grossly over-maligned system today. The failed promise of what Essentials should have been might be the closest thing to what I want. But I am neither part of the majority, nor the traget audience/customer anymore. [/QUOTE]
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D&D Player's Handbook 2024: The Official Advance Review
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