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From the WotC Boards: Mearls on 'Aggro'
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<blockquote data-quote="SSquirrel" data-source="post: 3883341" data-attributes="member: 5202"><p>So it also should have been obvious to Gary and Co back in the 70s that morale was obviously wrongbadfun and should not have been included as it just took away the DMs ability to decide how long a monster should fight?</p><p></p><p>There are many people in this thread who don't feel that it was "obviously" a bad idea to try out. If you never try out new things, what is the point of revising a game? I think having some guiding actions for morale aspects as well as some combat preferences in the MM is the better choice for D&D. I have known many people who were brand new to running things and I can imagine that an actual aggro system in D&D would have helped them get into th swing of things a bit faster. Run with the aggro system in place for awhile, get a feel for how combat should flow, then ignore aggro and follow your instincts. Not everyone has very clear thoughts about how combat should go the first time they run.</p><p></p><p>Remember, the new edition isn't being published just for the people who have always played, it's being made for all teh people who will also be new to the hobby. The point of the game, at least probably in Hasbro's mind, is to sell to more people, get a wider userbase, keep bringing in more money all the time. I like the idea of more people joining us in this hobby, so getting rid of things that don't make sense is great. 3E got rid of race/class restrictions and racial level limits b/c they were just dumb. Got rid of the whole "what do you mean my human guy can't be a mage/thief?" or "what do you mean I can't go past L12? I'm gonna live to be 700!?!"</p><p></p><p></p><p>Oh yeah and teh reason all monsters don't automatically charge the mage or healer every time is that it gets really old and those classes would feel like they were being picked on and POOF, people decide to neevr play those classes.</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 3883341, member: 5202"] So it also should have been obvious to Gary and Co back in the 70s that morale was obviously wrongbadfun and should not have been included as it just took away the DMs ability to decide how long a monster should fight? There are many people in this thread who don't feel that it was "obviously" a bad idea to try out. If you never try out new things, what is the point of revising a game? I think having some guiding actions for morale aspects as well as some combat preferences in the MM is the better choice for D&D. I have known many people who were brand new to running things and I can imagine that an actual aggro system in D&D would have helped them get into th swing of things a bit faster. Run with the aggro system in place for awhile, get a feel for how combat should flow, then ignore aggro and follow your instincts. Not everyone has very clear thoughts about how combat should go the first time they run. Remember, the new edition isn't being published just for the people who have always played, it's being made for all teh people who will also be new to the hobby. The point of the game, at least probably in Hasbro's mind, is to sell to more people, get a wider userbase, keep bringing in more money all the time. I like the idea of more people joining us in this hobby, so getting rid of things that don't make sense is great. 3E got rid of race/class restrictions and racial level limits b/c they were just dumb. Got rid of the whole "what do you mean my human guy can't be a mage/thief?" or "what do you mean I can't go past L12? I'm gonna live to be 700!?!" Oh yeah and teh reason all monsters don't automatically charge the mage or healer every time is that it gets really old and those classes would feel like they were being picked on and POOF, people decide to neevr play those classes. [/QUOTE]
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From the WotC Boards: Mearls on 'Aggro'
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