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<blockquote data-quote="Manbearcat" data-source="post: 6097738" data-attributes="member: 6696971"><p>I wish they would just be out with it and give up all pretense to trying to cater to a 4e crowd that is interested in the 4e-specific design focus and mechanical and thematic features that synergize to support a playing experience that is very different from Moldvay, AD&D and 3e. </p><p></p><p>5e looks like, and plays like, a very tight hybrid of those 3. Its core plays very much like a solid Moldvay and AD&D hybrid and the standard game amps up task resolution and PC build depth to a degree that supports 3e play. </p><p></p><p>What it does not do (outside of Backgrounds) is support 4e-specific play.</p><p></p><p>I think if they just focus on what they have, tighten it up and cater specifically to those three groups that they can:</p><p></p><p>- create a tight, coherent Basic/Standard/Advanced game that improves on the playing experience of those three camps.</p><p>- have the ability to produce functional adventure support (assuming they have the in-house talent to write for it) that doesn't have a wide variance of baked in mechanical and thematic assumptions (thus defeating the effort before it gets off the ground).</p><p>- potentially have a large enough marketplace to support their endeavor.</p><p></p><p>Those are good goals and still lofty accomplishments that would be lauded. They should stick with that. I would bet, in house, that they likely know this and they probably speak relatively freely about it or joke about it in code. Any 4e player who just played 4e because it was the current incarnation of D&D that is supported will almost assuredly move to 5e. 4e advocates who are looking for what I outlined in the initial paragraph are not going to get what they're looking for...and I'm certain that they know it and I expect WotC knows it (assuming there are designers in house who truly know the product). Trying to shoehorn random inverted or morphed 4e-isms (hit dice are not healing surges at all and talking about encounter-based design in an adventure focused framework, with bad math to boot, is really just gratuitous) for presumably some token nod to sustain interest from that crowd is counterproductive to a tight, weaknesses-smoothed-out Moldvay, AD&D and 3e hybrid and those 3 goals and accomplishments above.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6097738, member: 6696971"] I wish they would just be out with it and give up all pretense to trying to cater to a 4e crowd that is interested in the 4e-specific design focus and mechanical and thematic features that synergize to support a playing experience that is very different from Moldvay, AD&D and 3e. 5e looks like, and plays like, a very tight hybrid of those 3. Its core plays very much like a solid Moldvay and AD&D hybrid and the standard game amps up task resolution and PC build depth to a degree that supports 3e play. What it does not do (outside of Backgrounds) is support 4e-specific play. I think if they just focus on what they have, tighten it up and cater specifically to those three groups that they can: - create a tight, coherent Basic/Standard/Advanced game that improves on the playing experience of those three camps. - have the ability to produce functional adventure support (assuming they have the in-house talent to write for it) that doesn't have a wide variance of baked in mechanical and thematic assumptions (thus defeating the effort before it gets off the ground). - potentially have a large enough marketplace to support their endeavor. Those are good goals and still lofty accomplishments that would be lauded. They should stick with that. I would bet, in house, that they likely know this and they probably speak relatively freely about it or joke about it in code. Any 4e player who just played 4e because it was the current incarnation of D&D that is supported will almost assuredly move to 5e. 4e advocates who are looking for what I outlined in the initial paragraph are not going to get what they're looking for...and I'm certain that they know it and I expect WotC knows it (assuming there are designers in house who truly know the product). Trying to shoehorn random inverted or morphed 4e-isms (hit dice are not healing surges at all and talking about encounter-based design in an adventure focused framework, with bad math to boot, is really just gratuitous) for presumably some token nod to sustain interest from that crowd is counterproductive to a tight, weaknesses-smoothed-out Moldvay, AD&D and 3e hybrid and those 3 goals and accomplishments above. [/QUOTE]
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