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<blockquote data-quote="Andor" data-source="post: 6342689" data-attributes="member: 1879"><p>Interesting article. Here are my takes aways:</p><p></p><p><strong>As far as worrying about sales goes, we’re definitely approaching the business in a different way. In the past, the way to make the business work was to release more and more RPG books. In reviewing sales records, it’s pretty clear that after a few expansions people simply stop buying and many even stop playing. Could you imagine trying to keep up with a boardgame if a new expansion or three came out for it every month?</strong></p><p><strong></strong></p><p><strong>Instead of flooding the market with an endless tide of RPG books, we’re moving to diversify the business. We have two active MMOs, board games, miniatures, t-shirts, novels, and even more stuff we’re working on.</strong></p><p></p><p>[ATTACH]62967[/ATTACH] MOICHENDISING!</p><p></p><p><strong>By sharing the rules, we’re making it easier than ever for people to get into D&D. For way too long the rules have been a deterrent. So, it’s really about focusing on what’s important – campaigns and adventures – and selling that, while removing barriers to entry.</strong></p><p></p><p>They seem to be going to the 2e sales model where the core books drive sales of campaign supplements, rather than the 3e model where supplements drove sales of the core books. Which is odd given that TSR nearly went under during the 2e days and WoTC made plenty of cash from 3e. The fact is that a group only needs one box set, usually bought by the GM, but everyone like to have their own rulebooks. I'm hoping they do well, but I think they may have backed the wrong pony.</p><p></p><p><strong>The complex fighter regains expertise dice, the resource used to power maneuvers, after taking a one hour rest. In essence, those are encounter powers.</strong></p><p></p><p>So short rest powers are considered encounter powers by the design team. ... I think either that very much changes the definition of an encounter, or it just means that they don't translate well from 4e to 5e since the barrier to recovery is much higher and the odds of running multiple fights between shorts rests approaches 1 under most circumstances.</p><p></p><p><strong>The feats example is spot on. The idea is to let players find their own happy level of complexity, rather than mandate a threshold that might be too high or low.</strong></p><p><strong></strong></p><p><strong>In terms of balance, the fighter is a great example. The really simple fighter has the ability to score far more critical hits than the complex fighter. The critical hit rule is very easy to learn, and scoring more of them is exciting. In play, though, it’s fairly simple to learn and apply that benefit.</strong></p><p></p><p>We knew this was a design goal, I'm glad to see it made it through the gauntlet of production.</p></blockquote><p></p>
[QUOTE="Andor, post: 6342689, member: 1879"] Interesting article. Here are my takes aways: [B]As far as worrying about sales goes, we’re definitely approaching the business in a different way. In the past, the way to make the business work was to release more and more RPG books. In reviewing sales records, it’s pretty clear that after a few expansions people simply stop buying and many even stop playing. Could you imagine trying to keep up with a boardgame if a new expansion or three came out for it every month? Instead of flooding the market with an endless tide of RPG books, we’re moving to diversify the business. We have two active MMOs, board games, miniatures, t-shirts, novels, and even more stuff we’re working on.[/b] [ATTACH=CONFIG]62967._xfImport[/ATTACH] MOICHENDISING! [B]By sharing the rules, we’re making it easier than ever for people to get into D&D. For way too long the rules have been a deterrent. So, it’s really about focusing on what’s important – campaigns and adventures – and selling that, while removing barriers to entry.[/B] They seem to be going to the 2e sales model where the core books drive sales of campaign supplements, rather than the 3e model where supplements drove sales of the core books. Which is odd given that TSR nearly went under during the 2e days and WoTC made plenty of cash from 3e. The fact is that a group only needs one box set, usually bought by the GM, but everyone like to have their own rulebooks. I'm hoping they do well, but I think they may have backed the wrong pony. [B]The complex fighter regains expertise dice, the resource used to power maneuvers, after taking a one hour rest. In essence, those are encounter powers.[/B] So short rest powers are considered encounter powers by the design team. ... I think either that very much changes the definition of an encounter, or it just means that they don't translate well from 4e to 5e since the barrier to recovery is much higher and the odds of running multiple fights between shorts rests approaches 1 under most circumstances. [B]The feats example is spot on. The idea is to let players find their own happy level of complexity, rather than mandate a threshold that might be too high or low. In terms of balance, the fighter is a great example. The really simple fighter has the ability to score far more critical hits than the complex fighter. The critical hit rule is very easy to learn, and scoring more of them is exciting. In play, though, it’s fairly simple to learn and apply that benefit.[/B] We knew this was a design goal, I'm glad to see it made it through the gauntlet of production. [/QUOTE]
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