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It's 2034, and the new PHB is in your hands.
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<blockquote data-quote="AnotherGuy" data-source="post: 9503389" data-attributes="member: 7029930"><p><strong><em>Dwellings and Discussions</em></strong></p><p>The inevitable playtest just prior the release of a new edition revealed the then player base took issue with using the negative ladened word <em>dungeon</em> while the celebratory slaughter of intelligent life, i.e. <em>dragons</em>, evoked a visceral response from players who had traded in their (a) toxic weapons for wicked wit and fabulous retorts, (b) their traditional armour for the new antagonising aloofness feature and (c) their oppressive shields for the much snapped <em>walk-away</em> and <em>hysterical scream</em> feats.</p><p></p><p>Exhaustion, for long seen as discriminating against players that suffered from sleep deprivation was surprisingly replaced by Trauma. Coinage and Treasure were completely gutted, being deemed classist, while the Mother-May-I style, heavily criticised for being sexist, was simply renamed <em>May</em>.</p><p></p><p>As aforementioned, the word dungeon being highly disagreeable was removed from the DMG, with master sharing a similar fate. The game removed the word DM from its lexicon entirely, trusting in the process of sharing-the-narrative. All players became participants and monsters became challenges thus the three books became Participant's Guide, Participants' Handbook and Challenges Manual.</p><p>Importantly <em>attacks</em> were, based on the results of a focus group, changed to <em>reads</em>.</p><p></p><p>The infamous Fireball spell was replaced with <em>Splash</em> which imitated the effects of an area affected by an ice-bucket challenge while Experience was further defined as Lived Experience to better differentiate between experience earned when the character is an undead.</p><p></p><p>Many other expected changes were made, but the one considered the most controversial by some and the most welcome by others was the use of no dice, instead participants were asked to feel their results as they read their challenges. The fear of this being abused by powergamers was quickly alleviated, by allowing the table to outfeel the feeler. In a remarkable stroke of fortune, this rule also assisted against the current rise in cheating and limiting the fudging epidemic afflicting previously entitled DMs.</p><p></p><p>The good news is WotC assured the participant-base the new edition would be backwards compatible.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9503389, member: 7029930"] [B][I]Dwellings and Discussions[/I][/B] The inevitable playtest just prior the release of a new edition revealed the then player base took issue with using the negative ladened word [I]dungeon[/I] while the celebratory slaughter of intelligent life, i.e. [I]dragons[/I], evoked a visceral response from players who had traded in their (a) toxic weapons for wicked wit and fabulous retorts, (b) their traditional armour for the new antagonising aloofness feature and (c) their oppressive shields for the much snapped [I]walk-away[/I] and [I]hysterical scream[/I] feats. Exhaustion, for long seen as discriminating against players that suffered from sleep deprivation was surprisingly replaced by Trauma. Coinage and Treasure were completely gutted, being deemed classist, while the Mother-May-I style, heavily criticised for being sexist, was simply renamed [I]May[/I]. As aforementioned, the word dungeon being highly disagreeable was removed from the DMG, with master sharing a similar fate. The game removed the word DM from its lexicon entirely, trusting in the process of sharing-the-narrative. All players became participants and monsters became challenges thus the three books became Participant's Guide, Participants' Handbook and Challenges Manual. Importantly [I]attacks[/I] were, based on the results of a focus group, changed to [I]reads[/I]. The infamous Fireball spell was replaced with [I]Splash[/I] which imitated the effects of an area affected by an ice-bucket challenge while Experience was further defined as Lived Experience to better differentiate between experience earned when the character is an undead. Many other expected changes were made, but the one considered the most controversial by some and the most welcome by others was the use of no dice, instead participants were asked to feel their results as they read their challenges. The fear of this being abused by powergamers was quickly alleviated, by allowing the table to outfeel the feeler. In a remarkable stroke of fortune, this rule also assisted against the current rise in cheating and limiting the fudging epidemic afflicting previously entitled DMs. The good news is WotC assured the participant-base the new edition would be backwards compatible. [/QUOTE]
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