Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Is 5E better because of Crawford and Perkins leaving?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mearls" data-source="post: 9805394" data-attributes="member: 697"><p>I've never seen people outside of Wizards really understand how work on a project breaks down. It's an opaque process at times even inside the building, as some of the best-received ideas come about through the alchemy of putting creative people in a room and giving them space to build stuff. Trying to pin an idea or design on one person is impossible.</p><p></p><p>Compounding things, serving as a talking head for the brand is a wholly different set of abilities. They don't pick the best, most impactful designers to stand on stage and talk about stuff. They pick folks who are engaging and can stay on message. Looking for some sort of sea change in the design because one or two people left, or because a designer joined the team, is an exercise in futility.</p><p></p><p>Regarding the Dash action - it resolves as a bonus to speed because that's the language the game uses to make you faster or slower. Want to go faster? Give someone a speed bonus. Want to slow them down? Give them a speed penalty. You can allow someone to move when they otherwise cannot by firing off their movement, but firing that twice leads to some potentially weird interactions in the system.</p><p></p><p>The big one - let's say my speed is 25 and I am standing in difficult terrain. I burn 20 feet of speed to move 10 feet, but I need to move more. Let's look at two structures:</p><p></p><p>The Movement as Action Approach: I move again. OK, what happens to that 5 feet of left over speed? Does firing another move action add to my current move budget? If I then get a movement bonus what happens? What if I get that bonus after I've expended my budget from my first move? Does it apply retroactively?</p><p></p><p>The key shortcoming (IMO) of the action approach is that firing it multiple times creates these separate movement buckets, and the interactions between them get weird as you throw on stuff the system wants to do to movement.</p><p></p><p>The budget approach makes this all cleaner to process. Everything that touches speed does the same thing - it alters your overall budget for movement. Fundamentally that's what the action approach does, so we're skipping a step and getting closer to the bare metal.</p></blockquote><p></p>
[QUOTE="mearls, post: 9805394, member: 697"] I've never seen people outside of Wizards really understand how work on a project breaks down. It's an opaque process at times even inside the building, as some of the best-received ideas come about through the alchemy of putting creative people in a room and giving them space to build stuff. Trying to pin an idea or design on one person is impossible. Compounding things, serving as a talking head for the brand is a wholly different set of abilities. They don't pick the best, most impactful designers to stand on stage and talk about stuff. They pick folks who are engaging and can stay on message. Looking for some sort of sea change in the design because one or two people left, or because a designer joined the team, is an exercise in futility. Regarding the Dash action - it resolves as a bonus to speed because that's the language the game uses to make you faster or slower. Want to go faster? Give someone a speed bonus. Want to slow them down? Give them a speed penalty. You can allow someone to move when they otherwise cannot by firing off their movement, but firing that twice leads to some potentially weird interactions in the system. The big one - let's say my speed is 25 and I am standing in difficult terrain. I burn 20 feet of speed to move 10 feet, but I need to move more. Let's look at two structures: The Movement as Action Approach: I move again. OK, what happens to that 5 feet of left over speed? Does firing another move action add to my current move budget? If I then get a movement bonus what happens? What if I get that bonus after I've expended my budget from my first move? Does it apply retroactively? The key shortcoming (IMO) of the action approach is that firing it multiple times creates these separate movement buckets, and the interactions between them get weird as you throw on stuff the system wants to do to movement. The budget approach makes this all cleaner to process. Everything that touches speed does the same thing - it alters your overall budget for movement. Fundamentally that's what the action approach does, so we're skipping a step and getting closer to the bare metal. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is 5E better because of Crawford and Perkins leaving?
Top