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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="ClaytonCross" data-source="post: 7759478" data-attributes="member: 6880599"><p style="text-align: left"></p> <p style="text-align: left"></p> <p style="text-align: left"><span style="color: #222222"><span style="font-family: 'Verdana'">They may want to start with story but the PHB and DMG are what you need to play they are 90% mechanical rules and 10% story fluff</span></span></p><p></p><p>So your arguing that the "first one" is the priority and the only thing that really matters but if that is the case then you don't need rules for how the game is played you just need the fluff... then no one will play and arguing over "you can't do that!!! YES I CAN !!" would cause the game to implode for MOST users. It takes a specific type of person to play text base honor system games with no actual game play rules. However, 100% strategy games are video games. Video games are very popular. People power game in video games. D&D is an RPG and to function and function well it MUST have both Fluff and Strategy to function...If not it becomes a forum conversation or video game. Story fluff gives mechanical rules and strategic combat purpose, Mechanical rules with strategic combat give story fluff weight because failed negotiations and threats have character death and depleting resource management like HP. Your welcome to go read a book or join in a community story forum (which often degrade and fall apart) or a strategic board game. I have even had sessions of entirely strategic combat or entirely story fluff. However, what brings me back to D&D is the combination of both feeding from each other. If all you want is a 100% narrative story their are outlets for that... they are not D&D. They could be based on Forgotten realms but they become a D&D story forum or book... but if you invited me to play D&D and showed up to you reading a book or posting story on forums I would wonder why your not ready to play an annoyed that you lied . <strong>Both are required</strong>.</p><p></p><p>It doesn't matter which one you decide to start with … its just approach.<strong> In the end an RPG must have story and mechanical rules</strong> or it becomes something else. If they don't inform each other in a partnership they just will not work well. Which is why Mearls runs everything from story and Crawford everything from mechanical meting together to make one awesome product.</p><p></p><p>If you doubt that D&D is a rule based game look at the amount of time the spend answering Sage Advice and test Unearthed Arcana... mechanical rules are a key part of D&D but... so is story. Discounting ether for the other is a mistake.</p><p></p><p></p><p></p><p>Err... you didn't watch the video did you? The D&D beyond staff said that the highest class of fighter has 4% and warlocks have demanding lead over warlocks and clerics that despite what appear as small numbers is NOT even close.....They are not "going back and forth" warlock has left them in the dust. Fighter is the "beginner's class" as stated by the D&D staff and has always been so. Good players still use it but it holds number one because you don't need to learn as much to play it as it generally has no spells and attacking multiple times with weapon is not a hard concept. Rogues, represent the stealth melee arch type (which they are not limited too) but again for beginning players is simple to understand and not a caster but with a different perspective than fighters in heavy armor for those who want to be sneaky. What warlock DID do is become the #1 caster in the game and a caster commonly taken has a hexblade for the gish option, and with the celestial patron warlock it can basically do any job but tank... which fighter does well .. and perhaps arguably be supper stealthy since casting verbal spells makes fighting unnoticed from shadow difficult. ...So your saying only two class are ranked higher for perhaps the only to functions it can't do and that some how diminishes the flexibility of the warlock class!???!? lmao... no … no it doesn't.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7759478, member: 6880599"] [LEFT] [COLOR=#222222][FONT=Verdana]They may want to start with story but the PHB and DMG are what you need to play they are 90% mechanical rules and 10% story fluff[/FONT][/COLOR][/LEFT] So your arguing that the "first one" is the priority and the only thing that really matters but if that is the case then you don't need rules for how the game is played you just need the fluff... then no one will play and arguing over "you can't do that!!! YES I CAN !!" would cause the game to implode for MOST users. It takes a specific type of person to play text base honor system games with no actual game play rules. However, 100% strategy games are video games. Video games are very popular. People power game in video games. D&D is an RPG and to function and function well it MUST have both Fluff and Strategy to function...If not it becomes a forum conversation or video game. Story fluff gives mechanical rules and strategic combat purpose, Mechanical rules with strategic combat give story fluff weight because failed negotiations and threats have character death and depleting resource management like HP. Your welcome to go read a book or join in a community story forum (which often degrade and fall apart) or a strategic board game. I have even had sessions of entirely strategic combat or entirely story fluff. However, what brings me back to D&D is the combination of both feeding from each other. If all you want is a 100% narrative story their are outlets for that... they are not D&D. They could be based on Forgotten realms but they become a D&D story forum or book... but if you invited me to play D&D and showed up to you reading a book or posting story on forums I would wonder why your not ready to play an annoyed that you lied . [B]Both are required[/B]. It doesn't matter which one you decide to start with … its just approach.[B] In the end an RPG must have story and mechanical rules[/B] or it becomes something else. If they don't inform each other in a partnership they just will not work well. Which is why Mearls runs everything from story and Crawford everything from mechanical meting together to make one awesome product. If you doubt that D&D is a rule based game look at the amount of time the spend answering Sage Advice and test Unearthed Arcana... mechanical rules are a key part of D&D but... so is story. Discounting ether for the other is a mistake. Err... you didn't watch the video did you? The D&D beyond staff said that the highest class of fighter has 4% and warlocks have demanding lead over warlocks and clerics that despite what appear as small numbers is NOT even close.....They are not "going back and forth" warlock has left them in the dust. Fighter is the "beginner's class" as stated by the D&D staff and has always been so. Good players still use it but it holds number one because you don't need to learn as much to play it as it generally has no spells and attacking multiple times with weapon is not a hard concept. Rogues, represent the stealth melee arch type (which they are not limited too) but again for beginning players is simple to understand and not a caster but with a different perspective than fighters in heavy armor for those who want to be sneaky. What warlock DID do is become the #1 caster in the game and a caster commonly taken has a hexblade for the gish option, and with the celestial patron warlock it can basically do any job but tank... which fighter does well .. and perhaps arguably be supper stealthy since casting verbal spells makes fighting unnoticed from shadow difficult. ...So your saying only two class are ranked higher for perhaps the only to functions it can't do and that some how diminishes the flexibility of the warlock class!???!? lmao... no … no it doesn't. [/QUOTE]
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