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Do you really want dials and options?
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<blockquote data-quote="delericho" data-source="post: 5770821" data-attributes="member: 22424"><p>Ideally, I would like the game to work perfectly (for me) out-of-the-box.</p><p></p><p>However, since my tastes are unique to me, and since they change over time, they need to be more flexible that "here's the one true way to play". Some sort of customisation options are absolutely required, especially if WotC truly hope to unify the fanbase.</p><p></p><p>My suggestion would be to produce a fairly lightweight baseline game, that forms the common ruleset used by everyone. In concept, this would be similar to the d20 kernel used in 3e. (Although, even in the 3.0e core rulebooks, they had already over-laden it with complexity. Also, I would be inclined to hew closer to the 4e math than 3e.) This should form the basis of the Starter Set and the Core Rulebook.</p><p></p><p>From there, you add options of increasing complexity - books akin to the 3e "Unearthed Arcana", although a bit more fleshed out. Indeed, the very first DMG should probably also be the first of these books, providing several rules modules for people to use.</p><p></p><p>But, and I think this is crucial, I think the Core Rulebook (and Starter Set) should present the game in its simplest possible iteration. I don't think they can meaningfully provide ways to remove complexity from the game. And I don't think literal "complexity dials" works (unless you're enforcing the use of DDI tools - but that's one of my absolute deal-breakers). I think presenting the baseline and then modular additional rules is the way to go.</p></blockquote><p></p>
[QUOTE="delericho, post: 5770821, member: 22424"] Ideally, I would like the game to work perfectly (for me) out-of-the-box. However, since my tastes are unique to me, and since they change over time, they need to be more flexible that "here's the one true way to play". Some sort of customisation options are absolutely required, especially if WotC truly hope to unify the fanbase. My suggestion would be to produce a fairly lightweight baseline game, that forms the common ruleset used by everyone. In concept, this would be similar to the d20 kernel used in 3e. (Although, even in the 3.0e core rulebooks, they had already over-laden it with complexity. Also, I would be inclined to hew closer to the 4e math than 3e.) This should form the basis of the Starter Set and the Core Rulebook. From there, you add options of increasing complexity - books akin to the 3e "Unearthed Arcana", although a bit more fleshed out. Indeed, the very first DMG should probably also be the first of these books, providing several rules modules for people to use. But, and I think this is crucial, I think the Core Rulebook (and Starter Set) should present the game in its simplest possible iteration. I don't think they can meaningfully provide ways to remove complexity from the game. And I don't think literal "complexity dials" works (unless you're enforcing the use of DDI tools - but that's one of my absolute deal-breakers). I think presenting the baseline and then modular additional rules is the way to go. [/QUOTE]
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