Gargoyle
Adventurer
I was disappointed by the lack of modularity. There is very little of it. However, when I look at the book from the viewpoint of "What would I change given the restriction of the current page count?" I don't have a good answer. As I look at every section, I think "yep, I need or really want that" and by the time all that stuff is in there, you're left with very little room for modular stuff, but they still squeezed in the must have optional/variant rules like a small section on tactical options and healing options, etc.
I applaud WotC for giving us transparency into the design process, and I'm ok with the type of content and design they picked because:
1. The quality of the game design that they did choose and its implementation is high.
2. There are some dials and levers in the game, just not as many or not as explicit as we were led to believe there might be.
3. Designing a great foundation of D&D rules that players of all earlier editions could find common ground on was much more important than dials and levers.
4. There really weren't any "promises" made. They did set some expectations about the type of content, but I feel the only actual promise they made is that they would listen to playtesters and do their best, which I think they did.
They were modifying the DMG up until the last minute, and had the courage to cut some things that weren't playtested enough like mass combat. I feel like they hit the ball out of the park, even if it wasn't the grand slam I'd hoped for. It's not a perfect book at all, and I still have some nits to pick, but I'm satisfied with it and looking forward to options in Unearthed Arcana.
I applaud WotC for giving us transparency into the design process, and I'm ok with the type of content and design they picked because:
1. The quality of the game design that they did choose and its implementation is high.
2. There are some dials and levers in the game, just not as many or not as explicit as we were led to believe there might be.
3. Designing a great foundation of D&D rules that players of all earlier editions could find common ground on was much more important than dials and levers.
4. There really weren't any "promises" made. They did set some expectations about the type of content, but I feel the only actual promise they made is that they would listen to playtesters and do their best, which I think they did.
They were modifying the DMG up until the last minute, and had the courage to cut some things that weren't playtested enough like mass combat. I feel like they hit the ball out of the park, even if it wasn't the grand slam I'd hoped for. It's not a perfect book at all, and I still have some nits to pick, but I'm satisfied with it and looking forward to options in Unearthed Arcana.