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Less is More: Why You Can't Get What You Want in D&D
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<blockquote data-quote="Minigiant" data-source="post: 9346414" data-attributes="member: 63508"><p>It's part of conversation about D&D that isn't discussion because younger fans don't want to sound against and older fans don't want to ponder whether their preferences are truly timeless.</p><p></p><p>So mechanical and narrative design around making a D&D that truly doesn't need many additions is danced around.</p><p></p><p>For example, if you truly wanted "less is more", subclasses and feats would be giant chunks of power that automatically upgrade and interchangeable but you'd be limited on 1 or 2 total.</p><p></p><p>This what you can hit every major secondary trope in fantasy in one big swoop and cater to old, middle, and young fans at the start. No need for a bunch of fiddly bits as the big honking slab of mechanics and lore fits 80% of desired content.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9346414, member: 63508"] It's part of conversation about D&D that isn't discussion because younger fans don't want to sound against and older fans don't want to ponder whether their preferences are truly timeless. So mechanical and narrative design around making a D&D that truly doesn't need many additions is danced around. For example, if you truly wanted "less is more", subclasses and feats would be giant chunks of power that automatically upgrade and interchangeable but you'd be limited on 1 or 2 total. This what you can hit every major secondary trope in fantasy in one big swoop and cater to old, middle, and young fans at the start. No need for a bunch of fiddly bits as the big honking slab of mechanics and lore fits 80% of desired content. [/QUOTE]
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Less is More: Why You Can't Get What You Want in D&D
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