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How Complex is D&D Next?
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<blockquote data-quote="Li Shenron" data-source="post: 6281010" data-attributes="member: 1465"><p>I agree, it's still more complex than it needs to be.</p><p></p><p>5e is following a <em>great</em> approach to make it easy for each player to <em>increase complexity</em> of its own PC. The only problem is then setting the baseline i.e. minimum complexity. I still have the feeling that this baseline could be lower than now. And since there is practically no upper limit to complexity, lowering the lower limit simply enlarges the range of people who can potentially enjoy the game.</p><p></p><p>For example, IMHO traditional vancian magic (slots = prepared spells, also without cantrips and rituals) is much simpler than the current spellcasting default. Someone playing a 1st level Cleric or Wizard has to keep track of prepared spells and used daily slots separately, has to choose cantrips, and has to know about rituals or she'll waste slots when she could get a way with a ritual instead. All these stuff could have been made available through feats (if one feat or two was already allowed at 1st level) or subclasses or alternative class features (even at 1st level). If cantrips and rituals are so popular, the majority of players would choose to have them, but there would still be a built-in option in core for a simpler spellcasting system.</p><p></p><p>That's just an example, but there are other smaller things here and there that IMHO could have been simpler. For instance, the game doesn't really need swift spells, but it's one more rule you need to know about spells you can cast. Then also death/dying rules and opportunity attacks could be simplified further.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6281010, member: 1465"] I agree, it's still more complex than it needs to be. 5e is following a [I]great[/I] approach to make it easy for each player to [I]increase complexity[/I] of its own PC. The only problem is then setting the baseline i.e. minimum complexity. I still have the feeling that this baseline could be lower than now. And since there is practically no upper limit to complexity, lowering the lower limit simply enlarges the range of people who can potentially enjoy the game. For example, IMHO traditional vancian magic (slots = prepared spells, also without cantrips and rituals) is much simpler than the current spellcasting default. Someone playing a 1st level Cleric or Wizard has to keep track of prepared spells and used daily slots separately, has to choose cantrips, and has to know about rituals or she'll waste slots when she could get a way with a ritual instead. All these stuff could have been made available through feats (if one feat or two was already allowed at 1st level) or subclasses or alternative class features (even at 1st level). If cantrips and rituals are so popular, the majority of players would choose to have them, but there would still be a built-in option in core for a simpler spellcasting system. That's just an example, but there are other smaller things here and there that IMHO could have been simpler. For instance, the game doesn't really need swift spells, but it's one more rule you need to know about spells you can cast. Then also death/dying rules and opportunity attacks could be simplified further. [/QUOTE]
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