Parmandur
Book-Friend, he/him
Never played it, but...probably?Do the magic missiles fly out visually and explode on their targets in ways that no table top gamer ever manages with miniatures? (That was one of the tests for the VTT, right?)
Never played it, but...probably?Do the magic missiles fly out visually and explode on their targets in ways that no table top gamer ever manages with miniatures? (That was one of the tests for the VTT, right?)
If I'm guessing the path you are hoping for I'd look at the fate ecosystem for an example. On the one hand you have fate core & fate accelerated along with things like the fate worlds books from evilhat. From those you have the core rules & give some skeletons for different genres of world (a very loose description on my part). I'm going to limit my examples from there From there you have a tapestry of fate products that spiderweb out to things like morts (fairly straightforward fate core with a themed paintjob kinda sorta adventure analog), the very impressive & nearly heartbreaker level mindjammer, a somewhat middleground but still mostly fate secret of cats, or proto/pre-fate core things like dfrpg/sotc or the various other evil hat games. Wotc would need to find a healthy middle ground between TSR's umpteen rpg's 3.x's avalanche of new books & 5e's near glacial trickle of support for a frozen codebase of a single system.This thread isn't really the place to debate what WotC is going to do. It hypothetically presupposes they will make a design shift.
I don't think WotC would create multiple lines. They have seemed to be really resistant to expanding their design team. I think it's a cool idea: win by filling ALL the niches. Maybe actually delivering on the original modular promise?If I'm guessing the path you are hoping for I'd look at the fate ecosystem for an example. On the one hand you have fate core & fate accelerated along with things like the fate worlds books from evilhat. From those you have the core rules & give some skeletons for different genres of world (a very loose description on my part). I'm going to limit my examples from there From there you have a tapestry of fate products that spiderweb out to things like morts (fairly straightforward fate core with a themed paintjob kinda sorta adventure analog), the very impressive & nearly heartbreaker level mindjammer, a somewhat middleground but still mostly fate secret of cats, or proto/pre-fate core things like dfrpg/sotc or the various other evil hat games. Wotc would need to find a healthy middle ground between TSR's umpteen rpg's 3.x's avalanche of new books & 5e's near glacial trickle of support for a frozen codebase of a single system.
I did not know that existed? I wonder if it actually used the 4e rules to any significant degree.There already is a 4E rules video game on the market, Tomb of Annhilation.
I think it is an adaptation of the board game, which used a lite version of 4E if I recall correctly.I did not know that existed? I wonder if it actually used the 4e rules to any significant degree.
Sure they can. On top of everything @Remathilis mentioned in 36 what little we have of 6e is shockingly modular in a way that supports complete drop in replacement toolkit subsystems as opposed to the extensible 3.x style that could still be included. Eberron Darksun FR & ravenloft could have completely different spell lists weapon lists & armor lists to dramatically mix up the gameplay without needing to do much fiddling with edge cases like classes & such.I don't think WotC would create multiple lines. They have seemed to be really resistant to expanding their design team. I think it's a cool idea: win by filling ALL the niches. Maybe actually delivering on the original modular promise?
I think they will maintain continuity and connections to 5e because they want to maximize the sales of 50th anniversary products. A wild change, as we've just seen, wouldn't be able to do that with the now limited time available to design.I think they ar going back to the drawing board and compatibility is out the window. They’ve shown they really really want their IP, so we’ll see a system that is more unique than we’ve seen in the play test I don’t know what exactly that looks like. Major changes in alignment, race (species) and TT mechanics that are going to be rooted from VTT mechanics. VTT is their focus, I believe, so they will design mechanics that a computer can take advantage of.
Well, it uses the D&D Advebture System, so it's 4E adjacent really. Basically just the Romb of Amnhilation board game in digital form.I did not know that existed? I wonder if it actually used the 4e rules to any significant degree.
I don't think they'd do two lines, either, I'm honestly just struggling with the confines of the hypothetical.I don't think WotC would create multiple lines. They have seemed to be really resistant to expanding their design team. I think it's a cool idea: win by filling ALL the niches. Maybe actually delivering on the original modular promise?