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Mike Mearls Discusses Possible Alternate Class Features for the Ranger on Happy Fun Hour 11/20
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<blockquote data-quote="Parmandur" data-source="post: 7527524" data-attributes="member: 6780330"><p>I think it is less that WotC are encouraging people to play like Critical Role, and more that most already do. The Critical Role cast has a slick production, and has high quality silly voices, but their play resembles my experience starting in 3E. We never played 3E witha grid, though my college group did create an ad hoc minatures representation for one particularly epic battle. Most of the time was sitting on the couch, talking and rolling dice as needed. Part of 5E's genius was taking out a lot of the cruft (such as situational modifiers) that people in my experience would handwave anyways, and providing a quick and elegant tactical game.</p><p></p><p>The DMG does have more detailed tactical options, at least the ones a sizeable minority probably were interested in. The DMG is where a lot of rules the designers liked (Mearls and Crawford are actually hardcore wargamers themselves) but didn't meet the popularity muster went to live (dice pooling, grid combat, etc.).</p><p></p><p>That they are wargamers shows this isn't an "Ivory Tower" approach, again: it isn't some designers descending from the mountain with The Game chisled in stone. They made what people have asked for, and been careful to check back regularly on any decision.</p></blockquote><p></p>
[QUOTE="Parmandur, post: 7527524, member: 6780330"] I think it is less that WotC are encouraging people to play like Critical Role, and more that most already do. The Critical Role cast has a slick production, and has high quality silly voices, but their play resembles my experience starting in 3E. We never played 3E witha grid, though my college group did create an ad hoc minatures representation for one particularly epic battle. Most of the time was sitting on the couch, talking and rolling dice as needed. Part of 5E's genius was taking out a lot of the cruft (such as situational modifiers) that people in my experience would handwave anyways, and providing a quick and elegant tactical game. The DMG does have more detailed tactical options, at least the ones a sizeable minority probably were interested in. The DMG is where a lot of rules the designers liked (Mearls and Crawford are actually hardcore wargamers themselves) but didn't meet the popularity muster went to live (dice pooling, grid combat, etc.). That they are wargamers shows this isn't an "Ivory Tower" approach, again: it isn't some designers descending from the mountain with The Game chisled in stone. They made what people have asked for, and been careful to check back regularly on any decision. [/QUOTE]
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Mike Mearls Discusses Possible Alternate Class Features for the Ranger on Happy Fun Hour 11/20
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