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Innovation Vs Tradition
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<blockquote data-quote="Sword of Spirit" data-source="post: 6214830" data-attributes="member: 6677017"><p>I think it's going to work out.</p><p></p><p>I'm probably a perfect target audience for D&D Next, and I'm neither a casual player nor a D&D newbie. I'm also a traditionalist when it comes to D&D.</p><p></p><p>So why do I find it a good fit (thinking ahead to what it should become, not just the current unfinished rules we've seen)?</p><p></p><p>Primarily because, while I love the D&D multiverse and the feel of AD&D era gaming--I can't currently get <em>rules</em> to support that style of gaming that aren't awkward primitive systems.</p><p></p><p>I've really tried to go back to AD&D. When I start looking through the 2e rulebooks, or retroclones, first an exciting nostalgia floods me, and then I start seeing things like the initiative system, arbitrary limits to everything, weapon and proficiency choice rules that aren't much simpler than 3e feats, and the list goes on. Quite frankly, I've moved on from that (IMO) mess. I moved on from it in the 90s. But I'm not satisfied with the way 3e developed (liked it at first), 4e is a different game in my mind, and the retroclones manage to do a bang up job of reproducing the warts of pre-3e gaming.</p><p></p><p>Next, on the other hand, if the design evolves in a similar way to how it has, is going to give me the ability to play with the setting and D&D style I like, without primitive game rules, but with rules that still feel more or less traditional D&D compatible (classes and races, vancian-inspired casting, familiar spells, items, monsters, etc).</p><p></p><p>Some people consider that (standard) 5e is going to be a sort of AD&D 2.5 with modern innovations and clean up. That's pretty much what I'm hoping it will be.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6214830, member: 6677017"] I think it's going to work out. I'm probably a perfect target audience for D&D Next, and I'm neither a casual player nor a D&D newbie. I'm also a traditionalist when it comes to D&D. So why do I find it a good fit (thinking ahead to what it should become, not just the current unfinished rules we've seen)? Primarily because, while I love the D&D multiverse and the feel of AD&D era gaming--I can't currently get [I]rules[/I] to support that style of gaming that aren't awkward primitive systems. I've really tried to go back to AD&D. When I start looking through the 2e rulebooks, or retroclones, first an exciting nostalgia floods me, and then I start seeing things like the initiative system, arbitrary limits to everything, weapon and proficiency choice rules that aren't much simpler than 3e feats, and the list goes on. Quite frankly, I've moved on from that (IMO) mess. I moved on from it in the 90s. But I'm not satisfied with the way 3e developed (liked it at first), 4e is a different game in my mind, and the retroclones manage to do a bang up job of reproducing the warts of pre-3e gaming. Next, on the other hand, if the design evolves in a similar way to how it has, is going to give me the ability to play with the setting and D&D style I like, without primitive game rules, but with rules that still feel more or less traditional D&D compatible (classes and races, vancian-inspired casting, familiar spells, items, monsters, etc). Some people consider that (standard) 5e is going to be a sort of AD&D 2.5 with modern innovations and clean up. That's pretty much what I'm hoping it will be. [/QUOTE]
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