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Legends and Lore 6/23: System vs. Content in D&D Next
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<blockquote data-quote="Iosue" data-source="post: 6149057" data-attributes="member: 6680772"><p>I don't doubt that playtests typically go faster. They use a smaller pool of playtesters, and have much more focused design goals.</p><p></p><p>Take the Fighter in 4e. They had an idea of how crunchy the game would be, thought of certain design goals for the fighter, and then designed to that point. By the time it went to wide playtest, the Fighter might be tweaked, but it wasn't going to be radically redesigned.</p><p></p><p>The 5e Fighter, OTOH, has to adjustable to non-complex for folks who like B/X style D&D, but also highly complex for those who like 3e/4e. Then both fighters have to be playable at the same table. That's not an easy design goal, which is borne out by the numerous overhauls of the class. And this applies to the game as a whole. I suspect it's much easier to design something for a few particular playstyles than to design something that can be modified to the myriad of playstyles that D&D has encompassed over the years. Healing is simple if you can say, "This will be a gritty, lethal game," and design to that. Just find the target math. If you're trying to come up with healing rules that can be used in gritty, lethal games, as well as high heroic fantasy and various points in between, it's going to take longer.</p><p></p><p>When the goals for 5e were first announced, it was almost unanimously thought that what they were trying would be very, very hard, if not impossible. So I'm not surprised it's going slow.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6149057, member: 6680772"] I don't doubt that playtests typically go faster. They use a smaller pool of playtesters, and have much more focused design goals. Take the Fighter in 4e. They had an idea of how crunchy the game would be, thought of certain design goals for the fighter, and then designed to that point. By the time it went to wide playtest, the Fighter might be tweaked, but it wasn't going to be radically redesigned. The 5e Fighter, OTOH, has to adjustable to non-complex for folks who like B/X style D&D, but also highly complex for those who like 3e/4e. Then both fighters have to be playable at the same table. That's not an easy design goal, which is borne out by the numerous overhauls of the class. And this applies to the game as a whole. I suspect it's much easier to design something for a few particular playstyles than to design something that can be modified to the myriad of playstyles that D&D has encompassed over the years. Healing is simple if you can say, "This will be a gritty, lethal game," and design to that. Just find the target math. If you're trying to come up with healing rules that can be used in gritty, lethal games, as well as high heroic fantasy and various points in between, it's going to take longer. When the goals for 5e were first announced, it was almost unanimously thought that what they were trying would be very, very hard, if not impossible. So I'm not surprised it's going slow. [/QUOTE]
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Legends and Lore 6/23: System vs. Content in D&D Next
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