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L&L D&D Next Goals, Part Two
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<blockquote data-quote="I'm A Banana" data-source="post: 6073820" data-attributes="member: 2067"><p>I think you're seeing something similar to what pemerton is referring to as "zooming." If you're shooting for an hour-long session, fights need to be simple and can easily be abstract. They are showing you the simplest way to resolve combat. </p><p></p><p>I think it's not really meant to appease everyone's sense of what a fight should be, but I believe it is meant to not chase off people who want to keep it simple. </p><p></p><p></p><p></p><p>It's a fair point. I think the idea would be to go for as "casual" as the game can, on all metrics. If the basic game is "hardcore" in any way, it will turn off people who are "casual" in that way. So if the game is all-round casual, without complexity built in as a requirement at any point, it becomes the most accessible. </p><p></p><p></p><p></p><p>What's appropriate for one table isn't going to be universal, so the game needs to be able to flex on that metric. What makes a fight quality at one table makes it horrible at another, so the game needs to flex on that metric, too.</p><p></p><p></p><p></p><p>I think that rather we should design with the estimated time spent as one factor among many, so that people can telescope in or out.</p><p></p><p>Then, we should present the shortest possibility as the basic possibility, so that we don't put in an artificial barrier to entry.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6073820, member: 2067"] I think you're seeing something similar to what pemerton is referring to as "zooming." If you're shooting for an hour-long session, fights need to be simple and can easily be abstract. They are showing you the simplest way to resolve combat. I think it's not really meant to appease everyone's sense of what a fight should be, but I believe it is meant to not chase off people who want to keep it simple. It's a fair point. I think the idea would be to go for as "casual" as the game can, on all metrics. If the basic game is "hardcore" in any way, it will turn off people who are "casual" in that way. So if the game is all-round casual, without complexity built in as a requirement at any point, it becomes the most accessible. What's appropriate for one table isn't going to be universal, so the game needs to be able to flex on that metric. What makes a fight quality at one table makes it horrible at another, so the game needs to flex on that metric, too. I think that rather we should design with the estimated time spent as one factor among many, so that people can telescope in or out. Then, we should present the shortest possibility as the basic possibility, so that we don't put in an artificial barrier to entry. [/QUOTE]
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