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<blockquote data-quote="Ratskinner" data-source="post: 5968656" data-attributes="member: 6688937"><p>I think that depends on how hard it is to unmake the supporting rules, not the political decision of "playstyle neutral" (if that's even possible.) That is, removing rules is usually much harder than adding a rule, but about as hard as modifying. (Just due to rules interdependence.) Therefore, even if "playstyle neutral" is possible, you would avoid it unless its also the least "ruled up" version of the game. So, since basic game is striving to be the simplest set of rules that reflects D&D well, whatever playstyle that is...it is. If that means grim-n-gritty, well, we'll be adding extra treasure or starting a level or two higher for more heroic games. </p><p></p><p>However, I would suggest that playstyle is a lot more than just one dimension of character heroism, and that 5e-basic will have its own particular flavor, just like all the other editions. The real trick will be in writing modules to modify that flavor to cover all the ground that people have stretched D&D to cover, and do so in a predictable way. In that respect, 5e might accidentally inform us how much of playstyle is rules and how much is personality at the table.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 5968656, member: 6688937"] I think that depends on how hard it is to unmake the supporting rules, not the political decision of "playstyle neutral" (if that's even possible.) That is, removing rules is usually much harder than adding a rule, but about as hard as modifying. (Just due to rules interdependence.) Therefore, even if "playstyle neutral" is possible, you would avoid it unless its also the least "ruled up" version of the game. So, since basic game is striving to be the simplest set of rules that reflects D&D well, whatever playstyle that is...it is. If that means grim-n-gritty, well, we'll be adding extra treasure or starting a level or two higher for more heroic games. However, I would suggest that playstyle is a lot more than just one dimension of character heroism, and that 5e-basic will have its own particular flavor, just like all the other editions. The real trick will be in writing modules to modify that flavor to cover all the ground that people have stretched D&D to cover, and do so in a predictable way. In that respect, 5e might accidentally inform us how much of playstyle is rules and how much is personality at the table. [/QUOTE]
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