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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="pemerton" data-source="post: 7759271" data-attributes="member: 42582"><p>But saying that someone's words are false is not calling them a liar.</p><p></p><p>No one in this thread has said that the designers are lazy. Some have said that their design is lazy. I don't have a strong view on that, except when it comes to the role of money in the game: the game maintains the conceit of earlier versions of D&D that a significant goal of play is for the PCs to collect money, but unlike those earlier versions the rules don't provide anything much for that money to be spent on.</p><p></p><p>I think much D&D writing is lazy - Moldvay Basic is a noticable exception. Original 4e made it fairly easy to avoid the bad writing because I could generally work out how the game plays by reading the mechanical elements, which were often helpfully boxed. Essentials has the same overblown writing problem as I see in 5e material.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759271, member: 42582"] But saying that someone's words are false is not calling them a liar. No one in this thread has said that the designers are lazy. Some have said that their design is lazy. I don't have a strong view on that, except when it comes to the role of money in the game: the game maintains the conceit of earlier versions of D&D that a significant goal of play is for the PCs to collect money, but unlike those earlier versions the rules don't provide anything much for that money to be spent on. I think much D&D writing is lazy - Moldvay Basic is a noticable exception. Original 4e made it fairly easy to avoid the bad writing because I could generally work out how the game plays by reading the mechanical elements, which were often helpfully boxed. Essentials has the same overblown writing problem as I see in 5e material. [/QUOTE]
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Mearls On D&D's Design Premises/Goals
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