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ICv2 Interview: Greg Leeds on the Game Market and Wizard of the Coast
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<blockquote data-quote="Li Shenron" data-source="post: 6189410" data-attributes="member: 1465"><p>That is hasn't been satisfying for you or me is not the point. The point is that 3e and 4e are just not playable by a group of people casually picking up an adventure and trying to complete it in one night (whether it is 2 hours or 4, I think "one night" is a very appropriate rule of thumb). They want 5e to be playable like that, so that D&D can target millions of casual players. This would never jeopardize the other target, i.e. hobbyists, because it's always possible to increase the complexity of your adventures and lengths of your campaign.</p><p></p><p>To make the game playable like that, quite clearly they need:</p><p></p><p>1- character creation rules that allow to completely design a character (at least of low level) in a short time</p><p>2- easy encounter creation rules + easy DC-setting guidelines (and/or ready-to-use published adventures)</p><p>3- low character complexity so that players don't have to think too long about what to do when it's their turn</p><p>4- very simple combat rules so that an encounter can be short without being uninteresting</p><p></p><p>Points 1-2 are for starting to play quickly, and points 3-4 are for finishing to play quickly.</p><p></p><p>Currently I think they are doing well with points 1-2-4, but I am still skeptic about point 3 because characters at their lowest complexity are still quite complex just after a very few levels, they quickly gain several non-passive features to keep in mind.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6189410, member: 1465"] That is hasn't been satisfying for you or me is not the point. The point is that 3e and 4e are just not playable by a group of people casually picking up an adventure and trying to complete it in one night (whether it is 2 hours or 4, I think "one night" is a very appropriate rule of thumb). They want 5e to be playable like that, so that D&D can target millions of casual players. This would never jeopardize the other target, i.e. hobbyists, because it's always possible to increase the complexity of your adventures and lengths of your campaign. To make the game playable like that, quite clearly they need: 1- character creation rules that allow to completely design a character (at least of low level) in a short time 2- easy encounter creation rules + easy DC-setting guidelines (and/or ready-to-use published adventures) 3- low character complexity so that players don't have to think too long about what to do when it's their turn 4- very simple combat rules so that an encounter can be short without being uninteresting Points 1-2 are for starting to play quickly, and points 3-4 are for finishing to play quickly. Currently I think they are doing well with points 1-2-4, but I am still skeptic about point 3 because characters at their lowest complexity are still quite complex just after a very few levels, they quickly gain several non-passive features to keep in mind. [/QUOTE]
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ICv2 Interview: Greg Leeds on the Game Market and Wizard of the Coast
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