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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore 4/1/2013
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<blockquote data-quote="I'm A Banana" data-source="post: 6111871" data-attributes="member: 2067"><p>You said, and I quote:</p><p></p><p></p><p></p><p>But, hey, if your complaint isn't about the process you have to go through, lets find out where the goalposts shifted to. </p><p></p><p></p><p></p><p>Everyone's got their thing. If NEXT was going to use collectible elements as a core assumption, forex, I'd be out for equally arbitrary reasons. You don't have to like it.</p><p></p><p>But Mearls doesn't say "default" anywhere in the article. The closest he gets to even suggesting that is this:</p><p></p><p></p><p></p><p>I understand "we" to mean people in "most experienced groups" who design the game and regularly visit the D&D website (as contrasted with the "beginners," "non-player characters," and "quick games" that he identified as the audience for the apprentice levels), "standard" to mean most typical (ie: average, mean, median).</p><p></p><p>Or, put another way, "Adventurer tier is more complicated than apprentice tier, and so will naturally be a fit for more experienced groups like those likely reading this article. So that these groups don't have to wade through three weeks of newbie junk to get to the meat, there's solid guidelines for starting here."</p><p></p><p>So does it make sense that the typical D&D experience for people already familiar with the game starts at 3rd level? Because that's pretty much what I think he's saying here. </p><p></p><p>But hey, my preferred way of handling tiers is still Tiers As Treasure. D&D has always been a game that changes as you gain levels, though, in one way or another, so the archetypal D&D experience is probably one that changes over time as you play.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6111871, member: 2067"] You said, and I quote: But, hey, if your complaint isn't about the process you have to go through, lets find out where the goalposts shifted to. Everyone's got their thing. If NEXT was going to use collectible elements as a core assumption, forex, I'd be out for equally arbitrary reasons. You don't have to like it. But Mearls doesn't say "default" anywhere in the article. The closest he gets to even suggesting that is this: I understand "we" to mean people in "most experienced groups" who design the game and regularly visit the D&D website (as contrasted with the "beginners," "non-player characters," and "quick games" that he identified as the audience for the apprentice levels), "standard" to mean most typical (ie: average, mean, median). Or, put another way, "Adventurer tier is more complicated than apprentice tier, and so will naturally be a fit for more experienced groups like those likely reading this article. So that these groups don't have to wade through three weeks of newbie junk to get to the meat, there's solid guidelines for starting here." So does it make sense that the typical D&D experience for people already familiar with the game starts at 3rd level? Because that's pretty much what I think he's saying here. But hey, my preferred way of handling tiers is still Tiers As Treasure. D&D has always been a game that changes as you gain levels, though, in one way or another, so the archetypal D&D experience is probably one that changes over time as you play. [/QUOTE]
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