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General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="robus" data-source="post: 7758771" data-attributes="member: 6801558"><p>This is perhaps why Paizo continues to do well and perhaps it is healthy for the hobby as a whole as there are more playstyle options available: those wanting a more mechanical approach to the game can find lots of support in Pathfinder, while those wanting a looser, more DM arbitrated game can hang out with D&D. I'm not trying to start a war, but simply saying that there is a system, that's very closely related to D&D, that has stuck with the mechanical crunch for those that want it. Waiting for WotC to provide it in D&D 5e is probably futile given that it would fly directly in the face of their stated design goals. And I imagine 6e (if there is one) will double down on their design goals (further streamlining the ruleset where they can).</p><p></p><p>The great thing is that the adventures for each can be easily adapted to the other (or so I hear <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ), massively increasing the amount of playable content.</p></blockquote><p></p>
[QUOTE="robus, post: 7758771, member: 6801558"] This is perhaps why Paizo continues to do well and perhaps it is healthy for the hobby as a whole as there are more playstyle options available: those wanting a more mechanical approach to the game can find lots of support in Pathfinder, while those wanting a looser, more DM arbitrated game can hang out with D&D. I'm not trying to start a war, but simply saying that there is a system, that's very closely related to D&D, that has stuck with the mechanical crunch for those that want it. Waiting for WotC to provide it in D&D 5e is probably futile given that it would fly directly in the face of their stated design goals. And I imagine 6e (if there is one) will double down on their design goals (further streamlining the ruleset where they can). The great thing is that the adventures for each can be easily adapted to the other (or so I hear :) ), massively increasing the amount of playable content. [/QUOTE]
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