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<blockquote data-quote="El Mahdi" data-source="post: 5882915" data-attributes="member: 59506"><p>Where in the hell did you get the idea that I don't want levels or progression through levels???<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> I've never said that, nor said that I endorsed such an idea. And as far as I can tell, nobody in this thread has said that either...(though it is a long thread, and though I've read almost all of it, I may have missed or overlooked somebody saying that).</p><p> </p><p>Adding realistic rules through modules, or vice-versa - making the core more realistic and adding the more superheroic concepts through modules, is what I and everybody else in this thread has been talking about.</p><p> </p><p>What makes the concept of <em>Levels of Experience</em> and subsequent improving of abilities counter to either type of game style?<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p> </p><p></p><p> </p><p>Incorrect. D&D has been played as, and has been capable of in every edtion, damn near every type of playstyle possible in RPGs. That's the beauty of D&D. D&D has most certainly been able to play standard High Fantasy, Grim n' Gritty, Ordinary Hero, Zero to Hero, Zero to God, etc., and with variable mixes of Gamist, Simulationist, and Narrativist elements.</p><p> </p><p>Some editions have focused on different aspects to different degrees. But they have all been able to do that. But with 5E, we have the chance to have a D&D that does all of those things, exactly as each and every gaming group wants them to be. And that <em><strong>is</strong></em> the design goal of D&D.</p><p> </p><p></p><p> </p><p>In other words: <strong><em>Unifying the play styles of <u>the gamers</u> that play D&D, under one versatile edition.</em></strong></p><p> </p><p></p><p> </p><p>Because believe it or not, tons of people have been playing D&D for decades, in ways that you likely wouldn't call or recognize as <em><strong>D&D</strong></em>. And that's the whole point of a unifying edition.</p><p> </p><p>What D&D <strong><em>IS</em></strong> varies from group to group, table to table, and player to player...and they are <strong>ALL <em>D&D!</em></strong> Such changes might be ones that won't look recognizable as D&D to you. To others, that is exactly what D&D is and has always been.</p><p> </p><p>It's time for fans of D&D to stop viewing D&D through their own narrow definitions, and accept that D&D is many different things, to many different people, and has always been that way.</p><p> </p><p>It's more than just accepting, it's acknowledging and embracing an inclusive attitude towards the game, rather than an exclusionary and limiting attitude.</p><p> </p><p>The designers have already done that, it's time for us as fans to do the same.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5882915, member: 59506"] Where in the hell did you get the idea that I don't want levels or progression through levels???:confused: I've never said that, nor said that I endorsed such an idea. And as far as I can tell, nobody in this thread has said that either...(though it is a long thread, and though I've read almost all of it, I may have missed or overlooked somebody saying that). Adding realistic rules through modules, or vice-versa - making the core more realistic and adding the more superheroic concepts through modules, is what I and everybody else in this thread has been talking about. What makes the concept of [I]Levels of Experience[/I] and subsequent improving of abilities counter to either type of game style?:erm: Incorrect. D&D has been played as, and has been capable of in every edtion, damn near every type of playstyle possible in RPGs. That's the beauty of D&D. D&D has most certainly been able to play standard High Fantasy, Grim n' Gritty, Ordinary Hero, Zero to Hero, Zero to God, etc., and with variable mixes of Gamist, Simulationist, and Narrativist elements. Some editions have focused on different aspects to different degrees. But they have all been able to do that. But with 5E, we have the chance to have a D&D that does all of those things, exactly as each and every gaming group wants them to be. And that [I][B]is[/B][/I] the design goal of D&D. In other words: [B][I]Unifying the play styles of [U]the gamers[/U] that play D&D, under one versatile edition.[/I][/B] Because believe it or not, tons of people have been playing D&D for decades, in ways that you likely wouldn't call or recognize as [I][B]D&D[/B][/I]. And that's the whole point of a unifying edition. What D&D [B][I]IS[/I][/B] varies from group to group, table to table, and player to player...and they are [B]ALL [I]D&D![/I][/B] Such changes might be ones that won't look recognizable as D&D to you. To others, that is exactly what D&D is and has always been. It's time for fans of D&D to stop viewing D&D through their own narrow definitions, and accept that D&D is many different things, to many different people, and has always been that way. It's more than just accepting, it's acknowledging and embracing an inclusive attitude towards the game, rather than an exclusionary and limiting attitude. The designers have already done that, it's time for us as fans to do the same. B-) [/QUOTE]
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