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In Interview with GamesRadar, Chris Perkins Discusses New Books
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<blockquote data-quote="OB1" data-source="post: 9302698" data-attributes="member: 6796241"><p>This describes how both I and the people I play with feel about 5e so perfectly. And to add one more piece, it's also because the rules are set in a way that don't require a lot of out of game time to enjoy playing the game. I play with a bunch of people with busy lives, most of who don't think about D&D outside of our weekly session. It's casual, but also interesting enough to have kept us playing weekly for 9 years, with no end in sight. In my mind, that's an elegant game, even if the individual pieces are put together in a clunky way. </p><p></p><p>For the people I play with, it's the 'just right' amount of structure (to give direction) and freedom (to do what you want), combined with a casual approach to play, that makes 5e sing.</p><p></p><p>And I think that speaks also to why we have 3 separate classes for Wizards, Sorcerers and Warlocks. The mechanical differences aren't the important piece, it's the story differences. Choosing to play a caster who get's their power through study, or making a deal with the devil, or because of some random event lead to very different types of characters. It provides a solid foundation for role playing. </p><p></p><p>Now, the mechanics need to properly support the story, and in the 2014 rules, they didn't all that well for Rangers, Monks and Sorcerers, and thus those classes are getting the biggest overhaul in 2024 (with Barbarians not far behind). The UA has brought the mechanics in line with the fantasy of being those classes.</p></blockquote><p></p>
[QUOTE="OB1, post: 9302698, member: 6796241"] This describes how both I and the people I play with feel about 5e so perfectly. And to add one more piece, it's also because the rules are set in a way that don't require a lot of out of game time to enjoy playing the game. I play with a bunch of people with busy lives, most of who don't think about D&D outside of our weekly session. It's casual, but also interesting enough to have kept us playing weekly for 9 years, with no end in sight. In my mind, that's an elegant game, even if the individual pieces are put together in a clunky way. For the people I play with, it's the 'just right' amount of structure (to give direction) and freedom (to do what you want), combined with a casual approach to play, that makes 5e sing. And I think that speaks also to why we have 3 separate classes for Wizards, Sorcerers and Warlocks. The mechanical differences aren't the important piece, it's the story differences. Choosing to play a caster who get's their power through study, or making a deal with the devil, or because of some random event lead to very different types of characters. It provides a solid foundation for role playing. Now, the mechanics need to properly support the story, and in the 2014 rules, they didn't all that well for Rangers, Monks and Sorcerers, and thus those classes are getting the biggest overhaul in 2024 (with Barbarians not far behind). The UA has brought the mechanics in line with the fantasy of being those classes. [/QUOTE]
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In Interview with GamesRadar, Chris Perkins Discusses New Books
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