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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="D1Tremere" data-source="post: 7758998" data-attributes="member: 61148"><p>I used to think I wanted more 3.5, that is to say more mechanics and options and rules. I thought more rules meant more options. The more I DM though the more I believe more rules means less roleplaying. If there are not a million different mechanics for Barbarian builds then perhaps the difference becomes who the this particular Barbarian is instead of what it can do differently. I think 5e has a growing number of mechanical options balanced by a design that allows for creativity and a move away from roll playing. One great example is the winged tiefling. There are no rules in 5e for a winged Aasimar, but there is a way to give wings to a tiefling at the cost of a race feature. The Aasimar have a similar class feature, so without the need for a separate specific rule it is very easy to create a character concept that incorporates it. I also prefer the move away from modular character build design that has nothing to do with in game experiences and character development. I didn't think that I would, but since this shift I have noticed my play experience being more about interactions between players and game world and less about tactical combat. Just my 2c.</p></blockquote><p></p>
[QUOTE="D1Tremere, post: 7758998, member: 61148"] I used to think I wanted more 3.5, that is to say more mechanics and options and rules. I thought more rules meant more options. The more I DM though the more I believe more rules means less roleplaying. If there are not a million different mechanics for Barbarian builds then perhaps the difference becomes who the this particular Barbarian is instead of what it can do differently. I think 5e has a growing number of mechanical options balanced by a design that allows for creativity and a move away from roll playing. One great example is the winged tiefling. There are no rules in 5e for a winged Aasimar, but there is a way to give wings to a tiefling at the cost of a race feature. The Aasimar have a similar class feature, so without the need for a separate specific rule it is very easy to create a character concept that incorporates it. I also prefer the move away from modular character build design that has nothing to do with in game experiences and character development. I didn't think that I would, but since this shift I have noticed my play experience being more about interactions between players and game world and less about tactical combat. Just my 2c. [/QUOTE]
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