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Mike Mearls Talks (er, Tweets) About the Industry
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<blockquote data-quote="I'm A Banana" data-source="post: 7674066" data-attributes="member: 2067"><p>I also think the "dark side" of that crunch is that it falls off <em>fast</em>, because tables realize they can't possibly use all the options they're getting at some point. By the time <em>Martial Power II</em> or <em>Complete Scoundrel</em> and <em>Monster Manual III</em> are out, people aren't buyin' 'em, because people don't need 'em. They don't have that many game loops. The development dollars in to actual gameplay out is probably itsy bitsy even for "second tier" D&D stuff like psionics or campaign settings. Crunch seems useful to DMs and players, more useful than raw fluff because you can import it, but eventually you get to a point where you realize it's useless - you don't use it in play. </p><p></p><p></p><p></p><p>Class-level systems, man. To choose every major character option for yourself from level 1 on means that you aren't looking for new character options until you're done with the current one. Currently, if you don't use feats, the only option for non-spellcasters as they level up is <em>magic items</em>, which aren't in player control in 5e (RIP, the concept of a fighter who forged their own magic items!). </p><p></p><p>IMO, the idea of a class should probably be broken up into more, smaller pieces, that encapsulate smaller loops. But then it arguably "wouldn't be D&D anymore," which is fair enough. </p><p></p><p>Like, what if a class only covered one tier? You could be a fighter or apprentice or acolyte or rogue up to level 5, and then at level 6 you have to take a brand new class (paladin, ranger, assassin, or mage, lets say). Now you have a smaller loop and a natural break-point: you can sell people four 5-level classes in the same space that it takes to give a 20-level class, you wouldn't have to sweat each individual class as hard, and each class is a smaller decision point. It's not very "D&D," but it'd be a better way to turn development dollars into usable game material. </p><p></p><p>This is potentially upped complexity, but I think clever design can make it so that these are exciting and natural decision-points. </p><p></p><p></p><p></p><p>I'm not a big MOBA fan, but more smaller packets with a faster "loop" is a solution I'd look at closely.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 7674066, member: 2067"] I also think the "dark side" of that crunch is that it falls off [I]fast[/I], because tables realize they can't possibly use all the options they're getting at some point. By the time [I]Martial Power II[/I] or [I]Complete Scoundrel[/I] and [I]Monster Manual III[/I] are out, people aren't buyin' 'em, because people don't need 'em. They don't have that many game loops. The development dollars in to actual gameplay out is probably itsy bitsy even for "second tier" D&D stuff like psionics or campaign settings. Crunch seems useful to DMs and players, more useful than raw fluff because you can import it, but eventually you get to a point where you realize it's useless - you don't use it in play. Class-level systems, man. To choose every major character option for yourself from level 1 on means that you aren't looking for new character options until you're done with the current one. Currently, if you don't use feats, the only option for non-spellcasters as they level up is [I]magic items[/I], which aren't in player control in 5e (RIP, the concept of a fighter who forged their own magic items!). IMO, the idea of a class should probably be broken up into more, smaller pieces, that encapsulate smaller loops. But then it arguably "wouldn't be D&D anymore," which is fair enough. Like, what if a class only covered one tier? You could be a fighter or apprentice or acolyte or rogue up to level 5, and then at level 6 you have to take a brand new class (paladin, ranger, assassin, or mage, lets say). Now you have a smaller loop and a natural break-point: you can sell people four 5-level classes in the same space that it takes to give a 20-level class, you wouldn't have to sweat each individual class as hard, and each class is a smaller decision point. It's not very "D&D," but it'd be a better way to turn development dollars into usable game material. This is potentially upped complexity, but I think clever design can make it so that these are exciting and natural decision-points. I'm not a big MOBA fan, but more smaller packets with a faster "loop" is a solution I'd look at closely. [/QUOTE]
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