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<blockquote data-quote="ancientvaults" data-source="post: 5422782" data-attributes="member: 83400"><p>To shut us all up WotC should make D&D like this:</p><p>Core rules: Very barebones, like OD&D/BD&D, very small. This is your skeleton.</p><p>Secondary rules: These add new classes and monsters.</p><p>Third round: Detail. This level breaks down into a simplified array of supplements, including feats, skills and more combat and magic options.</p><p> </p><p>Each level of this is color coded so there is no question about where you are at.</p><p> </p><p>I am going to be showing my age here, but when I was in 2nd grade we had these different levels tiny booklets (that actually quite resembled oldschool modules) that ran from basic to intermediate to advanced levels of readership. </p><p> </p><p>Taking this idea, WotC could quite easily make one version of D&D in which the consumers decided what level they were playing at. Wouldn't it be an easier way to sell the game to start with a basic structure and add complexity as the group saw fit? We would ALL be playing D&D, some of us would be playing in an older style and some of us would be playing v.5.58999, but at its core it would be exactly the same, there would be no confusion, some of us would get by with smaller "editions" while other groups would add their own level of complexity. Adventures and other accessories could be color coded to match the levels (basic, intermediate, advanced) of the game or the DM/players could just ignore the stats/add-ons that they do not use.</p><p> </p><p>To me, this is where D&D/AD&D back in the day confused everyone. Over some disagreement two games were made when one core product could have easily opened up the advanced game to those who wanted another level of complexity.</p></blockquote><p></p>
[QUOTE="ancientvaults, post: 5422782, member: 83400"] To shut us all up WotC should make D&D like this: Core rules: Very barebones, like OD&D/BD&D, very small. This is your skeleton. Secondary rules: These add new classes and monsters. Third round: Detail. This level breaks down into a simplified array of supplements, including feats, skills and more combat and magic options. Each level of this is color coded so there is no question about where you are at. I am going to be showing my age here, but when I was in 2nd grade we had these different levels tiny booklets (that actually quite resembled oldschool modules) that ran from basic to intermediate to advanced levels of readership. Taking this idea, WotC could quite easily make one version of D&D in which the consumers decided what level they were playing at. Wouldn't it be an easier way to sell the game to start with a basic structure and add complexity as the group saw fit? We would ALL be playing D&D, some of us would be playing in an older style and some of us would be playing v.5.58999, but at its core it would be exactly the same, there would be no confusion, some of us would get by with smaller "editions" while other groups would add their own level of complexity. Adventures and other accessories could be color coded to match the levels (basic, intermediate, advanced) of the game or the DM/players could just ignore the stats/add-ons that they do not use. To me, this is where D&D/AD&D back in the day confused everyone. Over some disagreement two games were made when one core product could have easily opened up the advanced game to those who wanted another level of complexity. [/QUOTE]
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