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How much should 5e aim at balance?
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<blockquote data-quote="Ahnehnois" data-source="post: 6011171" data-attributes="member: 17106"><p>All the ENW polls I've seen on the subject come up solidly in the middle. That said, my understanding is based largely on what I see in stores. Big bookstores have piles of rulebooks but rarely any adventures at all, which I think is where most beginner players especially go for their stuff. I don't know sales volumes of course, but I would guess individual rulebooks to be at least an order of magnitude higher than individual adventures (and core rulebooks to blow away everything else).</p><p></p><p>My own experience is that the concept of running a published adventure is contrary to the reason for playing. I play because I have stories to tell and this turned out to be the best venue. For me to say I wanted to play D&D, but not to want to use my own story would be thoroughly unnatural. It seems very unlikely to me that someone starting from scratch would even understand what a published adventure was, let alone feel any reason to use it. The only case in which a new player would use adventures to my thinking is if they were introduced by someone who does, either a friend or a game store employee. Even then, I would expect most people who try them to move on to homebrew stuff.</p><p></p><p>Which, again in my opinion, is a good thing. It's one of the things that makes the hobby tough from a business perspective; the better people get at it, the less need they have for any published product. It's tough to monetize a game where the customers actually do most of the work.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6011171, member: 17106"] All the ENW polls I've seen on the subject come up solidly in the middle. That said, my understanding is based largely on what I see in stores. Big bookstores have piles of rulebooks but rarely any adventures at all, which I think is where most beginner players especially go for their stuff. I don't know sales volumes of course, but I would guess individual rulebooks to be at least an order of magnitude higher than individual adventures (and core rulebooks to blow away everything else). My own experience is that the concept of running a published adventure is contrary to the reason for playing. I play because I have stories to tell and this turned out to be the best venue. For me to say I wanted to play D&D, but not to want to use my own story would be thoroughly unnatural. It seems very unlikely to me that someone starting from scratch would even understand what a published adventure was, let alone feel any reason to use it. The only case in which a new player would use adventures to my thinking is if they were introduced by someone who does, either a friend or a game store employee. Even then, I would expect most people who try them to move on to homebrew stuff. Which, again in my opinion, is a good thing. It's one of the things that makes the hobby tough from a business perspective; the better people get at it, the less need they have for any published product. It's tough to monetize a game where the customers actually do most of the work. [/QUOTE]
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How much should 5e aim at balance?
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