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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lanefan" data-source="post: 7759008" data-attributes="member: 29398"><p>Try this: we both have characters in an established adventuring party. Within the party there's a long history of your character and mine being close friends (we're both front-line warriors), meanwhile neither of us have any time for wizard character C and would prefer he not be in the group. So, now the party's in a rolling open-field battle with a bunch of tougher-than-expected foes and aren't doing very well. Character C in particular is overwhelmed, while you look to be holding your own and I've just freed myself up to join another fight.</p><p></p><p>Tactically-best choice: I go and bail out character C whose spells, if free to cast them, could quickly turn the tide.</p><p>In-character choice: I come and help free you up, confident that between us we can mop this up, and let character C sink or swim on his own. We can always find another wizard.</p><p></p><p>Now, to add in the missing-info aspect: there's also a rogue character D in the party, a decent sort. In this battle D is also getting snowed under, only from my position on the field my character can't see this due to some obstacle or other. I-as-player, however, can look at the minis on the grid and see that D is toast unless someone bails him out.</p><p></p><p>So now we have three options:</p><p></p><p>Tactically-best choice: I go and bail out character C.</p><p>In-character choice: I come and help free you up and let character C sink or swim on his own.</p><p>Metagame-driven choice: I go and bail out character D.</p><p></p><p>Fair enough, but kind of self-defeating when discussing comparables between all 5 (actually 6 if 0e counts) editions.</p><p></p><p>Hmmm...we'll have a hard time finding common ground on this one, methinks. <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=":)" /></p><p></p><p>Personally, I want level-up to be as simple and straightforward as possible - roll h.p., gain whatever locked-in abilities the new level gives me, and carry on. I also prefer initial char-gen to be as simple as possible, simple enough that it can be done on the fly during a session by someone who's just lost a character and has an upcoming opportunity to bring in a replacement. If it takes longer than half an hour, including spell selection and mundane equipment loading, that's too long.</p><p></p><p>This is helpful in understanding your views - thanks.</p><p></p><p>And actually it does matter, in that that experience gives you a quite different perspective than that of someone who, say, only played 1e and-or 2e then got out and only just now came back. To that person 5e would be arguably a more radical departure from what they're used to than it would for you, who is used to 4e and a bit of 3e.</p><p></p><p></p><p>Because they're bad for the game, perhaps?</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7759008, member: 29398"] Try this: we both have characters in an established adventuring party. Within the party there's a long history of your character and mine being close friends (we're both front-line warriors), meanwhile neither of us have any time for wizard character C and would prefer he not be in the group. So, now the party's in a rolling open-field battle with a bunch of tougher-than-expected foes and aren't doing very well. Character C in particular is overwhelmed, while you look to be holding your own and I've just freed myself up to join another fight. Tactically-best choice: I go and bail out character C whose spells, if free to cast them, could quickly turn the tide. In-character choice: I come and help free you up, confident that between us we can mop this up, and let character C sink or swim on his own. We can always find another wizard. Now, to add in the missing-info aspect: there's also a rogue character D in the party, a decent sort. In this battle D is also getting snowed under, only from my position on the field my character can't see this due to some obstacle or other. I-as-player, however, can look at the minis on the grid and see that D is toast unless someone bails him out. So now we have three options: Tactically-best choice: I go and bail out character C. In-character choice: I come and help free you up and let character C sink or swim on his own. Metagame-driven choice: I go and bail out character D. Fair enough, but kind of self-defeating when discussing comparables between all 5 (actually 6 if 0e counts) editions. Hmmm...we'll have a hard time finding common ground on this one, methinks. :) Personally, I want level-up to be as simple and straightforward as possible - roll h.p., gain whatever locked-in abilities the new level gives me, and carry on. I also prefer initial char-gen to be as simple as possible, simple enough that it can be done on the fly during a session by someone who's just lost a character and has an upcoming opportunity to bring in a replacement. If it takes longer than half an hour, including spell selection and mundane equipment loading, that's too long. This is helpful in understanding your views - thanks. And actually it does matter, in that that experience gives you a quite different perspective than that of someone who, say, only played 1e and-or 2e then got out and only just now came back. To that person 5e would be arguably a more radical departure from what they're used to than it would for you, who is used to 4e and a bit of 3e. Because they're bad for the game, perhaps? Lanefan [/QUOTE]
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