I would assume they'll be a lot more 'narrative driven' and less 'system focus'. They really haven't talked about this part of their business model at all. Is the monster's manual going to have all the info you'd need to run monsters from 'Basic' to '4th ed-esque module' ? There's a growing need for 'tight combat balance' the more complicated you get. On the other end of the spectrum you can probably run basic D&D similar to Dungeon World (especially if there's no grid) where you're just looking at damage output, special abilities and HP's and, just enough to drive to push the story-- having a strategic-driven game is less important as narrative becomes the focus, so combat balance is a little less important. But obviously the more options that get tacked onto combat, the more action options monster's will need, and that will drive up the need for balance as unbalanced strategy-drive encounters are pretty fruitless.
They could always reverse engineer it from the point of 'advanced' (or w.e you'd call it), but I assume that would difficult as 'advance' seems, logically, like the less polished part of the whole process.
They could always reverse engineer it from the point of 'advanced' (or w.e you'd call it), but I assume that would difficult as 'advance' seems, logically, like the less polished part of the whole process.
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