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Mearls: Playing with the core (of D&D)
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<blockquote data-quote="Brooding Paladin" data-source="post: 5606053" data-attributes="member: 86804"><p>Some great points made here. I really hope WotC is listening to y'all as I think a better game could emerge. I caught myself thinking more along the lines of, "I'd hope they'd give more time to fluff in addition to all the crunch." Then I realized that beneath that is a line of thinking that forms up with some of the thoughts expressed here.</p><p> </p><p>While it's been interesting seeing all the tactical influence play out in 4th, we've been a little lost on skill challenges and some of the RP. The mechanics are important, but as has been said, I'd like to see them defer to the spirit of the game rather than solid mathematical results in every case.</p><p> </p><p>To explain more of my position, I've always thought it was odd that they claimed to want to make the game appeal to new players, but then did darn little to explain to a new player what a Bard was or why there was such a thing as a Sorcerer and how that was inherently different from a Warlock. I felt like they missed a real opportunity to guide players, old and new, in the flavor of the game they were trying to design. Maybe it goes a little too far, but in the end it feels like the game they created had no soul. Sure, robotically all the math works and efficiencies have been gained, etc. but to what end?</p><p> </p><p>I guess my only contribution is that: I hope whatever 5e brings, it brings it rooted in the soul of what D&D was originally meant to be.</p></blockquote><p></p>
[QUOTE="Brooding Paladin, post: 5606053, member: 86804"] Some great points made here. I really hope WotC is listening to y'all as I think a better game could emerge. I caught myself thinking more along the lines of, "I'd hope they'd give more time to fluff in addition to all the crunch." Then I realized that beneath that is a line of thinking that forms up with some of the thoughts expressed here. While it's been interesting seeing all the tactical influence play out in 4th, we've been a little lost on skill challenges and some of the RP. The mechanics are important, but as has been said, I'd like to see them defer to the spirit of the game rather than solid mathematical results in every case. To explain more of my position, I've always thought it was odd that they claimed to want to make the game appeal to new players, but then did darn little to explain to a new player what a Bard was or why there was such a thing as a Sorcerer and how that was inherently different from a Warlock. I felt like they missed a real opportunity to guide players, old and new, in the flavor of the game they were trying to design. Maybe it goes a little too far, but in the end it feels like the game they created had no soul. Sure, robotically all the math works and efficiencies have been gained, etc. but to what end? I guess my only contribution is that: I hope whatever 5e brings, it brings it rooted in the soul of what D&D was originally meant to be. [/QUOTE]
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