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<blockquote data-quote="scourger" data-source="post: 5746595" data-attributes="member: 12328"><p>When 5e arrives, I hope they will take steps to recapture me & other lapsed players. After playing all editions since 1980, I've largely skipped 4e. We played some of the intro module with the pre-gens. I purchased 2 4e modules. And, I bought the core & 2 expansions of Gamma World. That's it. I've looked into 4e Essentials, but it just doesn't appeal enough even to get into the core game for me. </p><p></p><p>So, here is what they could do to make 5e more appealing to me. First, keep it simple. The core books are 3: PHB, DMG & MM. It would be even better if they released a single core book with everything needed to play, like the Rules Cyclopedia or Savage Worlds. A few hundred pages is really enough to cover the core game. And please keep the magic as concise as possible. Afterward, print all the supplements you want but keep those optional. And, don't take things that are really core to the game and put them in the supplements. </p><p></p><p>Second, and related, is to keep it true to its roots. For example, the core classes are fighter, magic user, cleric & thief. Races are human, dwarf, elf & halfling. There are 6 stats, AC & hit points. A finite selection of skills & feats is manageable, but there are differences in the niches that each class fills. Magic missile always hits, spellcasters run out of spells, and fighters run out of hit points. </p><p></p><p>Third, make it easy to play. Offer me tools that I can use to make it as instantly playable as possible. The painted minis with stat cards from the d20 era were the best for me. I have a duffel bag full of them, and I wish I had bought a whole lot more. And even then I really want to use the simplified DDM stats in my game. The 4e minis are OK, and I like the simpler powers for the foes; but I haven't been motivated to get a bunch of them so that I can run a new version of the game. Counters are also good, and modules are great. </p><p></p><p>I think WotC missed a big opportunity for this kind of development when they did not follow through with publishing the D&D Ravenloft game. It was announced as a sort of successor to Gamma World to be developed in the same way. For us, Gamma World broke down because the players did not have a lot of choice or the opportunity to min/max their character builds. As a DM, I loved the simplicity of the streamlined 4e derived rules, but the game needed more robust & distinct player character options. As with 4e, it seemed like every character had the same game effect just with different trappings. I really would have liked to have seen the Ravenloft game, and I hope they will take some of that direction for 5e.</p></blockquote><p></p>
[QUOTE="scourger, post: 5746595, member: 12328"] When 5e arrives, I hope they will take steps to recapture me & other lapsed players. After playing all editions since 1980, I've largely skipped 4e. We played some of the intro module with the pre-gens. I purchased 2 4e modules. And, I bought the core & 2 expansions of Gamma World. That's it. I've looked into 4e Essentials, but it just doesn't appeal enough even to get into the core game for me. So, here is what they could do to make 5e more appealing to me. First, keep it simple. The core books are 3: PHB, DMG & MM. It would be even better if they released a single core book with everything needed to play, like the Rules Cyclopedia or Savage Worlds. A few hundred pages is really enough to cover the core game. And please keep the magic as concise as possible. Afterward, print all the supplements you want but keep those optional. And, don't take things that are really core to the game and put them in the supplements. Second, and related, is to keep it true to its roots. For example, the core classes are fighter, magic user, cleric & thief. Races are human, dwarf, elf & halfling. There are 6 stats, AC & hit points. A finite selection of skills & feats is manageable, but there are differences in the niches that each class fills. Magic missile always hits, spellcasters run out of spells, and fighters run out of hit points. Third, make it easy to play. Offer me tools that I can use to make it as instantly playable as possible. The painted minis with stat cards from the d20 era were the best for me. I have a duffel bag full of them, and I wish I had bought a whole lot more. And even then I really want to use the simplified DDM stats in my game. The 4e minis are OK, and I like the simpler powers for the foes; but I haven't been motivated to get a bunch of them so that I can run a new version of the game. Counters are also good, and modules are great. I think WotC missed a big opportunity for this kind of development when they did not follow through with publishing the D&D Ravenloft game. It was announced as a sort of successor to Gamma World to be developed in the same way. For us, Gamma World broke down because the players did not have a lot of choice or the opportunity to min/max their character builds. As a DM, I loved the simplicity of the streamlined 4e derived rules, but the game needed more robust & distinct player character options. As with 4e, it seemed like every character had the same game effect just with different trappings. I really would have liked to have seen the Ravenloft game, and I hope they will take some of that direction for 5e. [/QUOTE]
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