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Ethos for a New Edition
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<blockquote data-quote="Herremann the Wise" data-source="post: 5806823" data-attributes="member: 11300"><p>I posted the following "Ethos for a New Edition", almost four years ago on these boards in a towards 5E thread. Looking at it again and what is being talked about by Monte, his team, and the smatterings of playtester posts, I cannot help but smile with hope that D&D Next is going to be the edition for me. I honestly think they are setting themselves up to nail it!</p><p></p><p><strong>Ethos for a New Edition</strong></p><p></p><p>o Magic is mysterious and dark once more; rather than the safe hum-drum technology of the fantasy world.</p><p> </p><p>o The days of character’s being defined by their suite of magical items instead of their skills and heroics are gone.</p><p></p><p>o Rules and flavour should be in symbiosis with one another, rather than in competition or strained accord.</p><p></p><p>o Streamline for elegance, not to bash complexity into vague simplicity.</p><p></p><p>o Adventuring is inherently not safe; combat encounters should present danger to the characters – the safety net must go.</p><p></p><p>o The assumption of miniatures and a battlemap should not be implicit in the ruleset; the rules must also be able to support those groups who prefer the landscape of the mind.</p><p></p><p>o Whilst no specific world is given, the rules should allow for one that sits between Tolkien’s Lord of the Rings, Vance’s Lyonesse and Dying Earth series, Howard’s Conan Stories, Martin’s A Song of Ice and Fire series, Williams’ Memory, Sorrow and Thorn, Erikson’s Malazan series and Fritz Leiber’s Stories of Fafhrd and the Gray Mouser; and be able to stretch to any of these fabulous fantasy pillars. </p><p></p><p>o Verisimilitude is not a dirty word; a certain logic to the fantasy world should be upheld.</p><p></p><p>o Character creation must be flexible; the ability to meld many different but viable character ideas should be encouraged, rather than feeling pressured to focus on a couple of "optimised builds".</p><p></p><p>o Players should feel that they can develop a character that is both effective in combat and interesting out of combat – rather than either/or.</p><p></p><p>o The game economy must make sense and feel real; rather than being a calculated spoon-fed wealth lacking in true achievement.</p><p></p><p>o The game cannot afford for some classes to dominate at the expense of others at more powerful levels; and nor should the answer be compressing the classes into homogenized lumps of roughly equal measure.</p><p></p><p>o The game also cannot afford for rules to unmanageably bloat at higher levels with the time taken to resolve this vast array bloating as well.</p><p></p><p>o And most of all and above all else, the game must be fun!</p><p></p><p>Your thoughts?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5806823, member: 11300"] I posted the following "Ethos for a New Edition", almost four years ago on these boards in a towards 5E thread. Looking at it again and what is being talked about by Monte, his team, and the smatterings of playtester posts, I cannot help but smile with hope that D&D Next is going to be the edition for me. I honestly think they are setting themselves up to nail it! [B]Ethos for a New Edition[/B] o Magic is mysterious and dark once more; rather than the safe hum-drum technology of the fantasy world. o The days of character’s being defined by their suite of magical items instead of their skills and heroics are gone. o Rules and flavour should be in symbiosis with one another, rather than in competition or strained accord. o Streamline for elegance, not to bash complexity into vague simplicity. o Adventuring is inherently not safe; combat encounters should present danger to the characters – the safety net must go. o The assumption of miniatures and a battlemap should not be implicit in the ruleset; the rules must also be able to support those groups who prefer the landscape of the mind. o Whilst no specific world is given, the rules should allow for one that sits between Tolkien’s Lord of the Rings, Vance’s Lyonesse and Dying Earth series, Howard’s Conan Stories, Martin’s A Song of Ice and Fire series, Williams’ Memory, Sorrow and Thorn, Erikson’s Malazan series and Fritz Leiber’s Stories of Fafhrd and the Gray Mouser; and be able to stretch to any of these fabulous fantasy pillars. o Verisimilitude is not a dirty word; a certain logic to the fantasy world should be upheld. o Character creation must be flexible; the ability to meld many different but viable character ideas should be encouraged, rather than feeling pressured to focus on a couple of "optimised builds". o Players should feel that they can develop a character that is both effective in combat and interesting out of combat – rather than either/or. o The game economy must make sense and feel real; rather than being a calculated spoon-fed wealth lacking in true achievement. o The game cannot afford for some classes to dominate at the expense of others at more powerful levels; and nor should the answer be compressing the classes into homogenized lumps of roughly equal measure. o The game also cannot afford for rules to unmanageably bloat at higher levels with the time taken to resolve this vast array bloating as well. o And most of all and above all else, the game must be fun! Your thoughts? Best Regards Herremann the Wise [/QUOTE]
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