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L&L D&D Next Goals, Part Two
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<blockquote data-quote="Iosue" data-source="post: 6073460" data-attributes="member: 6680772"><p>Seriously?</p><p></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120319" target="_blank">The One-Hour D&D Game</a></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120409" target="_blank">D&D Next Design Considerations</a></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120423" target="_blank">Cleric Design Goals</a></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120430" target="_blank">Fighter Design Goals</a></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120507" target="_blank">Rogue Design Goals</a></p><p><a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120514" target="_blank">Balancing Wizards in D&D</a></p><p></p><p>Heck, read Mearls' L&L columns from before the release. It's all about modularity, telescoping complexity, and dials.</p><p>Really, he isn't saying anything new here, except to flesh out the basic, core rules, the simplest kind of game, which they have said repeatedly they intend to look a lot like B/X, and which does.</p><p></p><p>What we are testing are various iterations. Trying out new mechanics, different systems, and the different feelings thereof. For the serious gamers that want lots of characters and/or game-style options, they can see if they want to, say, silo magic systems in classes, or make them their own interchangeable part. For the basic, core game he's talking about now, that doesn't matter. There will only be one magic system (Vancian with some at-wills). They can experiment with skills all they want; the core, basic game won't have 'em. The core was the easy part -- it's B/X with d20 and ascending AC, of which there are plenty of retro-clones. Specialties and backgrounds provide the catalyst for transitioning from a B/X type core to a 1e/2e type game (use backgrounds like NWPs, use background and specialties for kits) and 3e/4e (choose a la cart!). So now they play around with the tougher stuff -- different class features, different magic systems, different skill systems, battlegrid combat, NPC interaction mechanics, etc.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6073460, member: 6680772"] Seriously? [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120319"]The One-Hour D&D Game[/URL] [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120409"]D&D Next Design Considerations[/URL] [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120423"]Cleric Design Goals[/URL] [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120430"]Fighter Design Goals[/URL] [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120507"]Rogue Design Goals[/URL] [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120514"]Balancing Wizards in D&D[/URL] Heck, read Mearls' L&L columns from before the release. It's all about modularity, telescoping complexity, and dials. Really, he isn't saying anything new here, except to flesh out the basic, core rules, the simplest kind of game, which they have said repeatedly they intend to look a lot like B/X, and which does. What we are testing are various iterations. Trying out new mechanics, different systems, and the different feelings thereof. For the serious gamers that want lots of characters and/or game-style options, they can see if they want to, say, silo magic systems in classes, or make them their own interchangeable part. For the basic, core game he's talking about now, that doesn't matter. There will only be one magic system (Vancian with some at-wills). They can experiment with skills all they want; the core, basic game won't have 'em. The core was the easy part -- it's B/X with d20 and ascending AC, of which there are plenty of retro-clones. Specialties and backgrounds provide the catalyst for transitioning from a B/X type core to a 1e/2e type game (use backgrounds like NWPs, use background and specialties for kits) and 3e/4e (choose a la cart!). So now they play around with the tougher stuff -- different class features, different magic systems, different skill systems, battlegrid combat, NPC interaction mechanics, etc. [/QUOTE]
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