[MENTION=63508]Minigiant[/MENTION] - good stuff, I think you're on the right track with the caveat, which you are fully cognizant of, that details may vary.
Some people are suggesting that D&D Next will basically allow them to "port" older edition characters alongside newer ones, or run 1st Edition modules out-of-the-box. I don't think that's what's intended. When they talk about "taking the best bits from each edition", they don't specifically mean rules: it's more about play styles:
Exactly. This continues to be misunderstood time and time again, what I would call a case of "mistaken concretism."
I think if people get hung up on the specific rules preferences like that, 5e is not for you. I don't think 5e is going to let you show up with your old 1e or 3e PHB and start playing.
I think there are going to be options reminiscent of various editions, but if you as a fan aren't willing to compromise for the sake of playing with the wider community, you're better off playing with your current edition.
5e is for people who haven't found their ideal edition yet, but like elements from all of them.
Well said. As I've said elsewhere, 5E is mainly going to be disappointing to folks who want it to be update of their edition of choice and/or aren't willing to see the "spirit" of the game vs. the "letter."
My only real concerns are twofold:
1. As a DM of this unity edition am I going to have a harder time with rules adjudication if all of my players are essentially using very different character options.
2. My second concern is on varying playstyles at the same table. To me it seems like some of the barriers between fans of different editions seem to strongly orbit around playstyle. If you have players who think that wuxia, space flying, half-hamster, teleporting, shard minds are silly. Will they be cool with playing at a game with one at the table, even if they get to play their fighting man?
I think the answer is pretty simple,
if the culture supports the role of DM as not only the facilitator of entertainment but, in a sense, the leader of the group. Just as DMs should never have to bring beer or snacks, a DM should be supported in what they want to run.
In the same sense that the DM should be able to say "We're using these modular options, but not these ones" and not have whiny players. Now if a player says "But I really want to play X, and here's why," a DM should at least listen to it and try to accommodate the player. But considering the massive time and money investment of the DM vs. the players, this sort of thing should ultimately be up to the DM.
In other words, as DM
you decide which options are allowable. If you don't want to deal with various configurations, don't.
Obviously a DM should take into account the desires of his players; the opposite of overly entitled players are railroading DMs that are legends in their own mind and DM just to entertain and impress themselves. Both extremes are a problem and some balance is a good thing, but I think in general there should be more respect towards the DM than what I hear about from many game groups, and less entitlement from players.
5 pages, and not one comment on the part that I thought talked most about what needs to change.....
that the game is about our shared stories and experiences, and WotC basically abandoned writing great adventures that we all share. They'll also need to figure out a way to do that again, and not just write elegant rules.
Yup, well said. In some ways the hardest book to write of any edition is the DMG, which is often the most criticized by fans. The 1E DMG is a classic for more than just memory's sake; sure, most of us who started with AD&D remember spending hours reading through the Gygaxian Arcana, but it isn't only nostalgia that makes this a classic, but because it is a terrific resource. I'd love to see the DMG return to the format of being a resource, something that can be used in the game session itself. Paizo's
GameMastery Guide is a nice reference point, as is
The Ultimate Toolbox, at least to some degree.
Sure but I think the original concern was: what do you do when the DM and players all want to use different modules? A lot of people say 'the gaming group should decide' as if each group was a hivemind and the major divisions are between my group and your group, which maybe true but I think that the real problematic differences are those within groups. That's part of the social contract I was referring to.
See my response above to malkav666. This is a problem of culture. The weight of decision making should be given to the DM. Ideally a DM is flexible, but if a DM really wants to run a certain adventure and no one else is willing to DM, then the players should respect that wish.
Reading the new column makes me wary. What Monte is suggesting sound good in principle, but it is going to be very, very hard to implement in a way that unites D&D fans under the same game banner.
What happens if a gaming group wants to use the core (simplified) classes with only a few of the options presented for the advanced (complicated) classes?
Is it one or the other? What if I want a little complexity without having to go deep into the ruleset?
I guess what I'm wondering is how simple will the core classes be compared to the advanced classes?
Refer back to the term "complexity dial" which implies multiple settings. I think we'll see a basic core and then maybe a default "Advanced" game which is also an example of how you can configure modular options.
I agree - it sounds as if they are setting themselves a *really* high bar here.
Yes, but why not? Furthermore, I think they
have to, that this is a do or die situation for D&D to some extent.