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*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9841174" data-attributes="member: 6790260"><p>Ten years IS the short term.</p><p></p><p>Have you not noticed the negative responses to 5.5e? Have you not seen how things are splintering, folks are re-evaluating their commitments, sales aren't being crowed about from the rooftops, etc., etc.?</p><p></p><p>For someone like me, who credits a lot of the success of 5th Edition to a combination of luck and timing, it's really quite clear the honeymoon is over and folks aren't satisfied anymore. 5.5e will last a while, because a (first) re-release always does that.</p><p></p><p>"It succeeded so it will always succeed forever and everything after this should imitate it as closely as possible" is a really bad policy. It screwed Disney with Star Wars. It screwed Marvel Studios (not coincidentally <em>also part of Disney</em>) with the supersaturation of Iron Man clones that didn't have what the original had.</p><p></p><p>"5e was a success" isn't an argument that's going to get a lot of traction with me, more or less. Sure, what's past is prologue, but <em>things change</em>. If you think those changes don't matter, you're gonna have to actually bring evidence to the table. I've personally seen this exact effect happen to multiple different kinds of games--single-player video games, multiplayer video games, tabletop games, even in the board game sphere. </p><p></p><p>Simplification above all was the mantra of the late 2000s and 2010s. It cut through a lot of crufty crap that had been around for a while in various media. Early on, it was mostly removing stuff that really wasn't pulling its own weight. Unfortunately, when you've removed all the crufty crap, you start cutting into the actual muscle of the game--and I've seen developers and designers do that a dozen times or more at this point. I am not one who uses the phrase "dumbing down", because I dislike it as treating all simplification as bad. But it really is the case that simplification can be taken too far.</p><p></p><p>I am very much of the opinion that the buying public has, over time, decided that 5e was simplification taken too far. Again in my own personal experience, the thing I hear from <em>tons</em> of people, across a wide gulf of interest, personal history, and rules-preferences, is that D&D 5th Edition does not give them enough personal expression in how they <em>build</em> their characters. Fluff has always been infinitely free to do whatever you wish, so long as your GM doesn't veto you. What you actually <em>build</em> your character with is where your choices get actually put to the test, since 5e provides no mechanical structure for any other way to be put to the test. That's where you get choices that are clearly, concretely <em>expressing</em> something--and giving actual <em>feedback</em> on that choice, rather than tying a pretty ribbon to it and moving on.</p><p></p><p></p><p>People are specifically talking about making every class more simple than it already is. That's the essence of "all simple all the time".</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9841174, member: 6790260"] Ten years IS the short term. Have you not noticed the negative responses to 5.5e? Have you not seen how things are splintering, folks are re-evaluating their commitments, sales aren't being crowed about from the rooftops, etc., etc.? For someone like me, who credits a lot of the success of 5th Edition to a combination of luck and timing, it's really quite clear the honeymoon is over and folks aren't satisfied anymore. 5.5e will last a while, because a (first) re-release always does that. "It succeeded so it will always succeed forever and everything after this should imitate it as closely as possible" is a really bad policy. It screwed Disney with Star Wars. It screwed Marvel Studios (not coincidentally [I]also part of Disney[/I]) with the supersaturation of Iron Man clones that didn't have what the original had. "5e was a success" isn't an argument that's going to get a lot of traction with me, more or less. Sure, what's past is prologue, but [I]things change[/I]. If you think those changes don't matter, you're gonna have to actually bring evidence to the table. I've personally seen this exact effect happen to multiple different kinds of games--single-player video games, multiplayer video games, tabletop games, even in the board game sphere. Simplification above all was the mantra of the late 2000s and 2010s. It cut through a lot of crufty crap that had been around for a while in various media. Early on, it was mostly removing stuff that really wasn't pulling its own weight. Unfortunately, when you've removed all the crufty crap, you start cutting into the actual muscle of the game--and I've seen developers and designers do that a dozen times or more at this point. I am not one who uses the phrase "dumbing down", because I dislike it as treating all simplification as bad. But it really is the case that simplification can be taken too far. I am very much of the opinion that the buying public has, over time, decided that 5e was simplification taken too far. Again in my own personal experience, the thing I hear from [I]tons[/I] of people, across a wide gulf of interest, personal history, and rules-preferences, is that D&D 5th Edition does not give them enough personal expression in how they [I]build[/I] their characters. Fluff has always been infinitely free to do whatever you wish, so long as your GM doesn't veto you. What you actually [I]build[/I] your character with is where your choices get actually put to the test, since 5e provides no mechanical structure for any other way to be put to the test. That's where you get choices that are clearly, concretely [I]expressing[/I] something--and giving actual [I]feedback[/I] on that choice, rather than tying a pretty ribbon to it and moving on. People are specifically talking about making every class more simple than it already is. That's the essence of "all simple all the time". [/QUOTE]
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Mearls has some Interesting Ideals about how to fix high level wizards.
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