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First playtest thread! One D&D Character Origins.
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<blockquote data-quote="halfling rogue" data-source="post: 8737877" data-attributes="member: 6779182"><p>The cool thing about 5e D&D is it's modularity and flexibility. How I run D&D with my group is surely different than another group, but it's still recognizably D&D. I assume this is how it's been from the beginning of D&D in general, but they did emphasize it with 5e. (We're not the target audience for most products that hit the shelves. I don't buy any fluff books, or any 'player forward' books, or even monster books. I do buy adventures though. That is, if they are worth it. I want good adventure design that I can use and have fun with.)</p><p></p><p>But the ironic thing about flexibility and modularity is that it needs a core that doesn't break. So long as they build around that core and not re-invent it, I think it could work. Saying X, Y, and Z are 'options' works. But the trend I'm seeing is to tinker with the core. A flattening of the races/backgrounds/etc. I get that such things are optional, but it really feels like they just want to have everyone create a character just like someone chooses a 'skin' in Fortnite or something. Create whatever statblock you want and then skin it however you'd like. If that is the direction they're going to go (loose the attributes! no specific racial bonuses!) the core doesn't break at that point, but it does become mush. And you can set it up in such a way that it is compatible with the past version, but it will ghettoize the past versions playing only past versions, because the new stuff becomes more unwieldy, in ways that may be compatible, but creates an increasing amount of work (and wasted material) for people who are just going to strip that stuff out in their own games. At some point, for many, the cons of the material being produced will outweigh the pros.</p></blockquote><p></p>
[QUOTE="halfling rogue, post: 8737877, member: 6779182"] The cool thing about 5e D&D is it's modularity and flexibility. How I run D&D with my group is surely different than another group, but it's still recognizably D&D. I assume this is how it's been from the beginning of D&D in general, but they did emphasize it with 5e. (We're not the target audience for most products that hit the shelves. I don't buy any fluff books, or any 'player forward' books, or even monster books. I do buy adventures though. That is, if they are worth it. I want good adventure design that I can use and have fun with.) But the ironic thing about flexibility and modularity is that it needs a core that doesn't break. So long as they build around that core and not re-invent it, I think it could work. Saying X, Y, and Z are 'options' works. But the trend I'm seeing is to tinker with the core. A flattening of the races/backgrounds/etc. I get that such things are optional, but it really feels like they just want to have everyone create a character just like someone chooses a 'skin' in Fortnite or something. Create whatever statblock you want and then skin it however you'd like. If that is the direction they're going to go (loose the attributes! no specific racial bonuses!) the core doesn't break at that point, but it does become mush. And you can set it up in such a way that it is compatible with the past version, but it will ghettoize the past versions playing only past versions, because the new stuff becomes more unwieldy, in ways that may be compatible, but creates an increasing amount of work (and wasted material) for people who are just going to strip that stuff out in their own games. At some point, for many, the cons of the material being produced will outweigh the pros. [/QUOTE]
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