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<blockquote data-quote="Ratskinner" data-source="post: 5844559" data-attributes="member: 6688937"><p>I was actually referring to the idea that the "base" game will be very simple and modules will add complexity. From the <a href="http://www.enworld.org/index.php?page=dnd5e" target="_blank">Info </a>page:</p><p style="margin-left: 20px">"I can say that starting with the simplest base possible is likely a given, as it’s far easier to add complexity to a game rather than take it away." - <a href="http://geek-news.mtv.com/2012/01/20/lead-developer-mike-mearls-answers-questions-about-dd-next/" target="_blank">Mike Mearls</a>. It sounds like the core game will be very basic, with optional add-ons.</p> <p style="margin-left: 20px"></p><p></p><p></p><p>Hyper wasn't my word. It was referring to higher-level fighter generating hurricanes by swinging swords really fast, not rules complexity. I tend to feel like it would be easier to design the base game as more mundane (even toning down casters, if need be) and add modules later to create supers-style hypercapable PCs. Especially if the modules are designed for a particular flavor of high-level play. </p><p></p><p>I'd love to see dual product lines. The first, a BECMI-style boxed sets to mix an match if you are a player or DM and know what you want. The second would be the "grand tomes" that have all the most common or popular options for "recreating" the playstyles of the various editions.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5844559, member: 6688937"] I was actually referring to the idea that the "base" game will be very simple and modules will add complexity. From the [URL="http://www.enworld.org/index.php?page=dnd5e"]Info [/URL]page: [INDENT]"I can say that starting with the simplest base possible is likely a given, as it’s far easier to add complexity to a game rather than take it away." - [URL="http://geek-news.mtv.com/2012/01/20/lead-developer-mike-mearls-answers-questions-about-dd-next/"]Mike Mearls[/URL]. It sounds like the core game will be very basic, with optional add-ons. [/INDENT] Hyper wasn't my word. It was referring to higher-level fighter generating hurricanes by swinging swords really fast, not rules complexity. I tend to feel like it would be easier to design the base game as more mundane (even toning down casters, if need be) and add modules later to create supers-style hypercapable PCs. Especially if the modules are designed for a particular flavor of high-level play. I'd love to see dual product lines. The first, a BECMI-style boxed sets to mix an match if you are a player or DM and know what you want. The second would be the "grand tomes" that have all the most common or popular options for "recreating" the playstyles of the various editions. [/QUOTE]
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