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General Tabletop Discussion
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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Reynard" data-source="post: 7759056" data-attributes="member: 467"><p>This is a little tangential but still related, I think:</p><p></p><p>Today I ran a Starfinder one shot at a small local convention. I love that game, it is a full of fun science fantasy tomfoolery. (I even have a couple monsters coming out in Starfinder AP #9.) But, it was a stark reminder for me on the differences in design philosophy between the 3.x games and 5e. Starfinder is very much of the latter ilk, and it shows in a lot of ways. the pregens for the players were full packets in order to provide players with the information the needed to run their characters. In addition, the sheer numbers involved were weird after playing and running 5E a lot over the past year (7th level characters with +18 skill modifiers, etc...)</p><p></p><p>The two schools of game design are very different. i won't say one is better than the other, but they certainly appeal to different sets of preferences. And while there are a few elements of the 3.x school I still prefer, generally speaking the 5e school works better for me and my GMing style. I will be interested to see how high level 5E goes for me when I run my first 17th level playtest next Friday.</p><p></p><p>Anyway, my point is mostly that there is a real difference and I can understand the design team making a choice and sticking to it. I don't think you can offer the kinds of player facing choices 3.x games offer while still embracing the loosey-goosey GM centric mechanics of 5E.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7759056, member: 467"] This is a little tangential but still related, I think: Today I ran a Starfinder one shot at a small local convention. I love that game, it is a full of fun science fantasy tomfoolery. (I even have a couple monsters coming out in Starfinder AP #9.) But, it was a stark reminder for me on the differences in design philosophy between the 3.x games and 5e. Starfinder is very much of the latter ilk, and it shows in a lot of ways. the pregens for the players were full packets in order to provide players with the information the needed to run their characters. In addition, the sheer numbers involved were weird after playing and running 5E a lot over the past year (7th level characters with +18 skill modifiers, etc...) The two schools of game design are very different. i won't say one is better than the other, but they certainly appeal to different sets of preferences. And while there are a few elements of the 3.x school I still prefer, generally speaking the 5e school works better for me and my GMing style. I will be interested to see how high level 5E goes for me when I run my first 17th level playtest next Friday. Anyway, my point is mostly that there is a real difference and I can understand the design team making a choice and sticking to it. I don't think you can offer the kinds of player facing choices 3.x games offer while still embracing the loosey-goosey GM centric mechanics of 5E. [/QUOTE]
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