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D&D 5E How should WoTC address different playstyles of D&D Next?

How should WoTC address different playstyles of D&D Next?

  • They should explicitly discuss this with fans

    Votes: 38 52.8%
  • They should not explicitly discuss this with fans

    Votes: 0 0.0%
  • In the past, they've already addressed this to my satisfaction

    Votes: 9 12.5%
  • In the past, they have not addressed this to my satisfaction

    Votes: 23 31.9%
  • They should help manage my expectations for what D&D Next will be

    Votes: 20 27.8%
  • They don't need to manage my expectations for what D&D Next will be

    Votes: 9 12.5%
  • It's already obvious WHICH playstyle(s) will be supported or not

    Votes: 15 20.8%
  • It's not obvious WHICH playstyle(s) will be supported or not

    Votes: 19 26.4%
  • It's already obvious HOW multiple playstyle(s) will be supported

    Votes: 11 15.3%
  • It's not obvious HOW multiple playstyle(s) will be supported

    Votes: 20 27.8%
  • I think D&D already supports a hybrid of playstyles to my satisfaction

    Votes: 13 18.1%
  • I think D&D does not properly support a hybrid of playstyles to my satisfaction

    Votes: 19 26.4%
  • Not applicable, there really is only one best supported playstyle for D&D

    Votes: 3 4.2%
  • There are other playstyles??

    Votes: 2 2.8%
  • My answer isn't summated on this poll

    Votes: 6 8.3%
  • I don't care

    Votes: 7 9.7%
  • I'm not sure

    Votes: 6 8.3%
  • I just don't know

    Votes: 4 5.6%
  • I don't like this poll

    Votes: 15 20.8%
  • All other lemons go here

    Votes: 7 9.7%

I voted that I think it is obvious how different playstyles will be supported: modules. They have been saying it from day one and I see no reason to doubt what they have said.
 

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I voted that I think it is obvious how different playstyles will be supported: modules. They have been saying it from day one and I see no reason to doubt what they have said.

Quick question: are we talking "modules" as in prewritten adventures, or are we talking "modules" as in splat books with a modular presentation of options?
 



The true key to it all, as someone posted upthread, will be how easy the whole thing is to houserule and kitbash into being the game each of us wants to play and-or DM; which will be slightly different for everyone involved.

If the core is kept loose such that individual elements can be modified/added/removed without too many knock-on effects elsewhere (e.g. removing weapon speed and weapon vs. armour type from 1e) it'll work. If the core is tied together so tightly that to modify/add/remove one thing here means you then have to modify most of the rest of the system as well (e.g. removing 90% of the skills from 3e) to counter the knock-ons, it'll sink.

My hope all along has been the core system for 5e will be very loose, with the various optional modules serving to tighten it up for those as wants such. But I'm not holding my breath...

Lanefan
 


My hope all along has been the core system for 5e will be very loose, with the various optional modules serving to tighten it up for those as wants such. But I'm not holding my breath...

I'm also hoping for a loose-system and from I have seen it is: Introducing 1e/2e Speed Factors, Spell Failure/Interruptions, Domains, Vancian Casting, Mini-Feats intstead of Maxi-Feats, Weapons vs Armour Types, Magic + limitations, Modifying the HD healing system...etc are all very easy to do. Why do you have the conception that D&DN is very rigid? I didn't get that from the playtest material.
 

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