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<blockquote data-quote="UngeheuerLich" data-source="post: 8716920" data-attributes="member: 59057"><p>I don't deny that circumstances were lucky. But the design was based on the playtest and not on luck.</p><p>Even if it was rushed out a bit in the end (hello ranger!), they knew what to rush out.</p><p></p><p>4e was a very good product without any target audience (or a very small one... me for example). People who liked 4e liked it because of its desogm and hated the compromises made in essentials. Everyone else was already lost and could not be won over to anything that looks like 4e anaymore. Which was actually a hindrance in designing 5e.</p><p></p><p>5e used most parts of the playtest to gauge what the audience wants. They delivered. Now, 10 years into the game, they have the chance to file of rough edges. And maybe add a few 4e elements without disguiise, because people who play now might not even know about 4e.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8716920, member: 59057"] I don't deny that circumstances were lucky. But the design was based on the playtest and not on luck. Even if it was rushed out a bit in the end (hello ranger!), they knew what to rush out. 4e was a very good product without any target audience (or a very small one... me for example). People who liked 4e liked it because of its desogm and hated the compromises made in essentials. Everyone else was already lost and could not be won over to anything that looks like 4e anaymore. Which was actually a hindrance in designing 5e. 5e used most parts of the playtest to gauge what the audience wants. They delivered. Now, 10 years into the game, they have the chance to file of rough edges. And maybe add a few 4e elements without disguiise, because people who play now might not even know about 4e. [/QUOTE]
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