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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Mercurius" data-source="post: 7758885" data-attributes="member: 59082"><p>So its a <em>good </em>problem, like having too much starting pitching.</p><p></p><p></p><p></p><p>I veer more towards the 5E minimalism than PF crunchiness, but this strikes a chord with me. My daughters and I started playing Catan a few months ago; we've probably played half a dozen times, or slightly more. While we still very much enjoy it and there are subtle aspects still to be explored, I can see how we'll soon be ready for an expansion set to diversify play experience.</p><p></p><p>So while I love the simplicity of 5E, I really don't see why they can't have optional "expansion sets" like Catan for those who want a crunchier, or at least more varied, mechanical experience. I am generally a very happy 5E customer, but I remain slightly disappointed that they didn't really explore the whole "complexity dial" and "modular options" avenue that they talked about during the playtest.</p><p></p><p>I'm guessing there are several reasons they haven't explored that route, one being that it might dillute the cohesiveness of the game and community. Perhaps they believe--maybe rightfully so--that the more people play the same version of the game, the stronger the community. Another reason might simply be a matter of dedicating resources, that is, designer time. A third might be wanting to keep a simple, straightforward and minimalist release schedule. </p><p></p><p>Anyhow, I just don't see why, in principle, more rules options detracts from the integrity and purity of the core 5E game--as long as those options are just that: optional. Who knows, maybe at some point we'll see an "Advanced D&D" line, but I doubt it.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 7758885, member: 59082"] So its a [I]good [/I]problem, like having too much starting pitching. I veer more towards the 5E minimalism than PF crunchiness, but this strikes a chord with me. My daughters and I started playing Catan a few months ago; we've probably played half a dozen times, or slightly more. While we still very much enjoy it and there are subtle aspects still to be explored, I can see how we'll soon be ready for an expansion set to diversify play experience. So while I love the simplicity of 5E, I really don't see why they can't have optional "expansion sets" like Catan for those who want a crunchier, or at least more varied, mechanical experience. I am generally a very happy 5E customer, but I remain slightly disappointed that they didn't really explore the whole "complexity dial" and "modular options" avenue that they talked about during the playtest. I'm guessing there are several reasons they haven't explored that route, one being that it might dillute the cohesiveness of the game and community. Perhaps they believe--maybe rightfully so--that the more people play the same version of the game, the stronger the community. Another reason might simply be a matter of dedicating resources, that is, designer time. A third might be wanting to keep a simple, straightforward and minimalist release schedule. Anyhow, I just don't see why, in principle, more rules options detracts from the integrity and purity of the core 5E game--as long as those options are just that: optional. Who knows, maybe at some point we'll see an "Advanced D&D" line, but I doubt it. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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