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*Dungeons & Dragons
Jeremy Crawford On The Dark Side of Developing 5E
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<blockquote data-quote="Uchawi" data-source="post: 7666784" data-attributes="member: 6775000"><p>With the current direction of 5E and re-releasing old content, or producing revamps of old content, all that is left are the rules, and I don't think they reached the mark on inclusiveness or clarity of rules. Letting the DM decide, is just another approach to system mastery, except it is all in the DMs hands. You better be up to the task to address what the rules don't. I liked 4E for the ease of play, clear action economy, and addressing all the classes on equal footing (although AEDU went to far). I did not like essentials when it tried to simplify things. I would rather have an option with 4E to simplify all the classes, or make them more complex. Just like I want the same feature in 5E.</p><p></p><p>The only other thing that strikes me is letting the playtest decide where the game goes, versus having a clear internal vision, especially if the goal is being inclusive. It is very hard to design things by the committee (community) approach. You often end up with too many compromises.</p><p></p><p>None of that matters at this point, it is all water under the bridge.</p></blockquote><p></p>
[QUOTE="Uchawi, post: 7666784, member: 6775000"] With the current direction of 5E and re-releasing old content, or producing revamps of old content, all that is left are the rules, and I don't think they reached the mark on inclusiveness or clarity of rules. Letting the DM decide, is just another approach to system mastery, except it is all in the DMs hands. You better be up to the task to address what the rules don't. I liked 4E for the ease of play, clear action economy, and addressing all the classes on equal footing (although AEDU went to far). I did not like essentials when it tried to simplify things. I would rather have an option with 4E to simplify all the classes, or make them more complex. Just like I want the same feature in 5E. The only other thing that strikes me is letting the playtest decide where the game goes, versus having a clear internal vision, especially if the goal is being inclusive. It is very hard to design things by the committee (community) approach. You often end up with too many compromises. None of that matters at this point, it is all water under the bridge. [/QUOTE]
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Jeremy Crawford On The Dark Side of Developing 5E
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