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General Tabletop Discussion
*Dungeons & Dragons
Innovation Vs Tradition
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<blockquote data-quote="Li Shenron" data-source="post: 6214837" data-attributes="member: 1465"><p>I guess WotC must have a tough time balancing tradition and innovation...</p><p></p><p>On one hand, innovation may be needed to convince gamers who already have the books of multiple editions, that they should invest in the next as well. On the other hand, give up too much tradition and it might alienate a large chunk of fans, we've seen it happen last time. Thus the next edition should be innovative enough so that people don't think "I already have this, why should I buy it again?" but also traditional enough so that people don't think instead "This is so far from D&D that I might just buy a totally different RPG instead".</p><p></p><p>In theory, 5e could have had both fairly easily... modularity is written in its genes since the start of design, and it could so easily have allowed to put all tradition into the core and all innovation into the modules, or into character options. That's not exactly what happened since we also have innovations to core spellcasting classes (cantrips at will, rituals at will, recharging slots by short rest, and most importantly the new preparation rules), and no options in the core 3 books to opt out of them.</p><p></p><p>But overall the current balance between tradition and innovation is still quite good IMO.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6214837, member: 1465"] I guess WotC must have a tough time balancing tradition and innovation... On one hand, innovation may be needed to convince gamers who already have the books of multiple editions, that they should invest in the next as well. On the other hand, give up too much tradition and it might alienate a large chunk of fans, we've seen it happen last time. Thus the next edition should be innovative enough so that people don't think "I already have this, why should I buy it again?" but also traditional enough so that people don't think instead "This is so far from D&D that I might just buy a totally different RPG instead". In theory, 5e could have had both fairly easily... modularity is written in its genes since the start of design, and it could so easily have allowed to put all tradition into the core and all innovation into the modules, or into character options. That's not exactly what happened since we also have innovations to core spellcasting classes (cantrips at will, rituals at will, recharging slots by short rest, and most importantly the new preparation rules), and no options in the core 3 books to opt out of them. But overall the current balance between tradition and innovation is still quite good IMO. [/QUOTE]
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