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<blockquote data-quote="VinylTap" data-source="post: 6007116" data-attributes="member: 6697217"><p>I think the design team's goal is to offer fluff as a guiding tool, rather than a strict world setting. There are lots of people out there more than happy to play in a generic fantasy setting. Take the fluff or leave it, the option is there, the challenge of the design team isn't really here, its in making the Ranger-warrior subclass "feel" different enough from a sword-and-board warrior that a player doesn't feel disappointed that he can't play what he wants. Success, in a large part of this initial system, is to convince him/her that, "this is the way in which we want you to play what you want". </p><p></p><p>Everyone wants CS dice for the other classes, and this is a way to do it. Its a lot more simple to balance because you have less classes to work with. Just a wide variety of play styles within a handful of classes. Your two "physical" damage classes will be "rogue" and "warrior", one who focuses on combat, and one who's flexibility dips into skills at the cost of a play-style that includes a lot of situational requirements (like advantage) to balance out his edge in skills. He won't do less damage necessarily, just more situational. While the fighter will be more straight-forward, in your face and martially focused. </p><p></p><p>A lot of people's reaction is somewhat defensible, people want to be catered to and a "fighter-ranger" doesn't really feel as special as a "ranger", if that's where your passion lies. But those players are going to have to wait. </p><p>Most people want to play a modular form of DND, not the core rules they're producing , that's where their passion for the hobby lies. Unfortunately having a solid core means limiting a lot of options that people are going to expect. Those options will be more robustly supported in future releases, but WOTC is going to have to be really careful and not gut any potential excitement of future modules with an initial release of DND Next that doesn't assure people that they should be excited for what's coming next (no pun intended <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p></blockquote><p></p>
[QUOTE="VinylTap, post: 6007116, member: 6697217"] I think the design team's goal is to offer fluff as a guiding tool, rather than a strict world setting. There are lots of people out there more than happy to play in a generic fantasy setting. Take the fluff or leave it, the option is there, the challenge of the design team isn't really here, its in making the Ranger-warrior subclass "feel" different enough from a sword-and-board warrior that a player doesn't feel disappointed that he can't play what he wants. Success, in a large part of this initial system, is to convince him/her that, "this is the way in which we want you to play what you want". Everyone wants CS dice for the other classes, and this is a way to do it. Its a lot more simple to balance because you have less classes to work with. Just a wide variety of play styles within a handful of classes. Your two "physical" damage classes will be "rogue" and "warrior", one who focuses on combat, and one who's flexibility dips into skills at the cost of a play-style that includes a lot of situational requirements (like advantage) to balance out his edge in skills. He won't do less damage necessarily, just more situational. While the fighter will be more straight-forward, in your face and martially focused. A lot of people's reaction is somewhat defensible, people want to be catered to and a "fighter-ranger" doesn't really feel as special as a "ranger", if that's where your passion lies. But those players are going to have to wait. Most people want to play a modular form of DND, not the core rules they're producing , that's where their passion for the hobby lies. Unfortunately having a solid core means limiting a lot of options that people are going to expect. Those options will be more robustly supported in future releases, but WOTC is going to have to be really careful and not gut any potential excitement of future modules with an initial release of DND Next that doesn't assure people that they should be excited for what's coming next (no pun intended :p). [/QUOTE]
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