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<blockquote data-quote="TheWriterFantastic™" data-source="post: 6152297" data-attributes="member: 88534"><p>We have to continue to keep in mind that this is still a work in progress and that the combat you're looking at is with the core of the system -- they've repeatedly indicated that there will be a more complex tactical module for those that want it. One of the most vocal criticisms from D&D fans on the past two editions has been the duration creep of combat -- if you spend 2 hours out of a 3 hour session on combat, that leaves only an hour for exploration and interaction (and that's being generous--don't forget time lost to tangential conversation, snack runs, and bathroom breaks). While mook encounters can be a vital aspect of an adventure, allocating an hour and a half to each fight that was likely intended as a brief interlude in the plot is just slowing the overall pacing. If your players prefer complex combat for every encounter, use the complex tactical module, but it shouldn't be a system requirement for all players -- this is the entire point Next: streamlined core for everyone and the modules to tweak to taste. It's far easier to have the simplified core and add modules to taste than it is to have a complex core and pull out aspects of the system to taste that may break how everything else works. </p><p></p><p></p><p></p><p>Unfortunately, this would cripple WotC's D&D brand further than it already is -- part of the original TSR's downfall was mismanagement of the brand -- trying to push two separate and full D&D games at the same time in addition to pushing multiple products for each of its campaign settings each year. From a marketing perpective, this is the sounder approach -- if you try to give each faction of fans exactly what they want by just refining each faction's favorite system and publishing product for each simultaneously, it's just going to maintain the fracture in the fan base and limits the profitability of each. Unfortunately, bottom line is whether or not they can profit--if they can't, that won't ensure the longevity of the line. Their aim to design a streamlined core with modules that will invoke the spirit of its predecessors and play to the tastes of its varied fanbase seems to stand a solid chance of recapturing a wider group of lapsed players, as long as they continue to follow through.</p></blockquote><p></p>
[QUOTE="TheWriterFantastic™, post: 6152297, member: 88534"] We have to continue to keep in mind that this is still a work in progress and that the combat you're looking at is with the core of the system -- they've repeatedly indicated that there will be a more complex tactical module for those that want it. One of the most vocal criticisms from D&D fans on the past two editions has been the duration creep of combat -- if you spend 2 hours out of a 3 hour session on combat, that leaves only an hour for exploration and interaction (and that's being generous--don't forget time lost to tangential conversation, snack runs, and bathroom breaks). While mook encounters can be a vital aspect of an adventure, allocating an hour and a half to each fight that was likely intended as a brief interlude in the plot is just slowing the overall pacing. If your players prefer complex combat for every encounter, use the complex tactical module, but it shouldn't be a system requirement for all players -- this is the entire point Next: streamlined core for everyone and the modules to tweak to taste. It's far easier to have the simplified core and add modules to taste than it is to have a complex core and pull out aspects of the system to taste that may break how everything else works. Unfortunately, this would cripple WotC's D&D brand further than it already is -- part of the original TSR's downfall was mismanagement of the brand -- trying to push two separate and full D&D games at the same time in addition to pushing multiple products for each of its campaign settings each year. From a marketing perpective, this is the sounder approach -- if you try to give each faction of fans exactly what they want by just refining each faction's favorite system and publishing product for each simultaneously, it's just going to maintain the fracture in the fan base and limits the profitability of each. Unfortunately, bottom line is whether or not they can profit--if they can't, that won't ensure the longevity of the line. Their aim to design a streamlined core with modules that will invoke the spirit of its predecessors and play to the tastes of its varied fanbase seems to stand a solid chance of recapturing a wider group of lapsed players, as long as they continue to follow through. [/QUOTE]
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