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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: 6149423" data-attributes="member: 6680772"><p>Yup, they have. The biggest example being chargen, wherein you could lay out all the options a la carte to pick and choose from, or collapse them all into a standard specialty/background. Up until the most recent packet (and in future packets, judging from Mearls' comments), healing was like this, as you could adjust how fast you wanted healing to go, and also adjust the mechanics there of. Skills are another example. Generally throughout the playtest they've been considered an extra module for use by players who want that granularity and customizability, but have not been their own resolution system.</p><p></p><p>One thing that's present but as yet undeveloped in the system for the end user is monster dials: the ability to adjust monster damage and HP to fit the playstyle you want, be that lethal, or more heroic. This was present in 4e, and I see no reason they won't include it in 5e as well.</p><p></p><p></p><p>I must admit, I was dismayed to see the short rest increased to 1-hour, as that definitely is a step away from the strict Encounter based structure of 4e, and I knew it would mean movement away from the kind of game you prefer. My hope was that this was something they wanted to specifically test out, and that in the completed game short rests will be back to 5-10 minutes, or provide the option for changing them to that.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6149423, member: 6680772"] Yup, they have. The biggest example being chargen, wherein you could lay out all the options a la carte to pick and choose from, or collapse them all into a standard specialty/background. Up until the most recent packet (and in future packets, judging from Mearls' comments), healing was like this, as you could adjust how fast you wanted healing to go, and also adjust the mechanics there of. Skills are another example. Generally throughout the playtest they've been considered an extra module for use by players who want that granularity and customizability, but have not been their own resolution system. One thing that's present but as yet undeveloped in the system for the end user is monster dials: the ability to adjust monster damage and HP to fit the playstyle you want, be that lethal, or more heroic. This was present in 4e, and I see no reason they won't include it in 5e as well. I must admit, I was dismayed to see the short rest increased to 1-hour, as that definitely is a step away from the strict Encounter based structure of 4e, and I knew it would mean movement away from the kind of game you prefer. My hope was that this was something they wanted to specifically test out, and that in the completed game short rests will be back to 5-10 minutes, or provide the option for changing them to that. [/QUOTE]
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Legends and Lore 6/23: System vs. Content in D&D Next
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