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Community
General Tabletop Discussion
*Dungeons & Dragons
How Many "New" Things Will Be in Next?
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<blockquote data-quote="The Shadow" data-source="post: 5808515" data-attributes="member: 16760"><p>On the one hand, this is the edition to unify editions. It will be highly modular, with lots of options. It will try to make everybody happy. This tends to militate against new mechanics.</p><p></p><p>On the other hand, if there's nothing new - if it's just a cool way to play the games we already like - why buy it? There has to be something sexy about it to convince people to plunk down the cash. Plus, of course, we've just plain learned things over the years.</p><p></p><p>We've heard that the game will try to support play *in the style* of old editions more than bring back actual rules from them. We won't see OD&D racial classes, for example.</p><p></p><p>Finally, the very modularity of the game itself creates space for new mechanics - though in moderation in the core books, I'd think.</p><p></p><p>We already know some of the new things that are being mooted. Ability scores, for example, are going to be more prominent than they have perhaps ever been. Skills are (by default) going to be ability tweaks.</p><p></p><p>Themes are something relatively new that seem to be well-received by bunches of people.</p><p></p><p>To what extent do you think D&DNext will come across as a new game, though still (hopefully) in the spirit of D&D?</p><p></p><p>My own hopes here are that the core game will be very simple yet very robust - not overburdened by masses of detail and complication. Something that feels like D&D but runs more smoothly than it has ever run before. I'll probably want to add on a module or two for character customization, but in distinct moderation.</p><p></p><p>I'm also wondering how big a following the "vanilla" core game will achieve? Hard to say at this point. It isn't even clear yet whether skills are core or not.</p></blockquote><p></p>
[QUOTE="The Shadow, post: 5808515, member: 16760"] On the one hand, this is the edition to unify editions. It will be highly modular, with lots of options. It will try to make everybody happy. This tends to militate against new mechanics. On the other hand, if there's nothing new - if it's just a cool way to play the games we already like - why buy it? There has to be something sexy about it to convince people to plunk down the cash. Plus, of course, we've just plain learned things over the years. We've heard that the game will try to support play *in the style* of old editions more than bring back actual rules from them. We won't see OD&D racial classes, for example. Finally, the very modularity of the game itself creates space for new mechanics - though in moderation in the core books, I'd think. We already know some of the new things that are being mooted. Ability scores, for example, are going to be more prominent than they have perhaps ever been. Skills are (by default) going to be ability tweaks. Themes are something relatively new that seem to be well-received by bunches of people. To what extent do you think D&DNext will come across as a new game, though still (hopefully) in the spirit of D&D? My own hopes here are that the core game will be very simple yet very robust - not overburdened by masses of detail and complication. Something that feels like D&D but runs more smoothly than it has ever run before. I'll probably want to add on a module or two for character customization, but in distinct moderation. I'm also wondering how big a following the "vanilla" core game will achieve? Hard to say at this point. It isn't even clear yet whether skills are core or not. [/QUOTE]
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