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D&D/Saga Edition: Additional Hitpoints at 1st Level...
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<blockquote data-quote="JohnSnow" data-source="post: 3529843" data-attributes="member: 32164"><p>My pleasure. Personally, I think we're in the vanguard of a new movement I like to call:</p><p></p><p>"D&D - More Fun Than it Used to Be!"</p><p></p><p>I dislike arcane management of silly things and game elements that exist for no reason other than that "Gary thought it would be fun in 1974." Yes, this makes me something of a D&D radical. Some of the sacred cows I like. Others, I'd like to see shot.</p><p></p><p>There's a not more of us than you think. Wulf Ratbane (Bad Axe Games) has started various threads on Enworld about questioning some of the game's assumptions to expand the "sweet spot" of D&D. Ryan "RangerWickett" Nock (EN Publishing) also seems to be doing design along the realm of making things more "fun."</p><p></p><p>Even some of WotC's designers seem to <em>get it</em> too. Mike Mearls rewrote many of the games assumptions when he designed <em>Iron Heroes</em> and came up with mechanics to let warriors be cooler in the <em>Tome of Battle</em>. Rodney Thompson and Gary Sarli have done a fair amount to address some of the issues in rewriting <em>Star Wars Saga Edition</em>. Even Andy Collins has begun to realize that it's more fun to have more encounters than to have to stop playing for no reason. WotC also finally seems to have realized that they need to add more "cool stuff" at the lower and middle levels where people actually play most of the time.</p><p></p><p>That said, not everyone agrees on what the right fixes are. But it's reassuring to realize there are professional game designers who realize that fixes need to occur. Personally, I think opening dialogue on the topic is an excellent idea. So I applaud your idea. I've thought about trying to "Saga-ize" my D&D game in order to make it more customizable, more fun and more exciting, but it's quite a daunting task.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3529843, member: 32164"] My pleasure. Personally, I think we're in the vanguard of a new movement I like to call: "D&D - More Fun Than it Used to Be!" I dislike arcane management of silly things and game elements that exist for no reason other than that "Gary thought it would be fun in 1974." Yes, this makes me something of a D&D radical. Some of the sacred cows I like. Others, I'd like to see shot. There's a not more of us than you think. Wulf Ratbane (Bad Axe Games) has started various threads on Enworld about questioning some of the game's assumptions to expand the "sweet spot" of D&D. Ryan "RangerWickett" Nock (EN Publishing) also seems to be doing design along the realm of making things more "fun." Even some of WotC's designers seem to [i]get it[/i] too. Mike Mearls rewrote many of the games assumptions when he designed [i]Iron Heroes[/i] and came up with mechanics to let warriors be cooler in the [i]Tome of Battle[/i]. Rodney Thompson and Gary Sarli have done a fair amount to address some of the issues in rewriting [i]Star Wars Saga Edition[/i]. Even Andy Collins has begun to realize that it's more fun to have more encounters than to have to stop playing for no reason. WotC also finally seems to have realized that they need to add more "cool stuff" at the lower and middle levels where people actually play most of the time. That said, not everyone agrees on what the right fixes are. But it's reassuring to realize there are professional game designers who realize that fixes need to occur. Personally, I think opening dialogue on the topic is an excellent idea. So I applaud your idea. I've thought about trying to "Saga-ize" my D&D game in order to make it more customizable, more fun and more exciting, but it's quite a daunting task. [/QUOTE]
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