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<blockquote data-quote="jmucchiello" data-source="post: 5771038" data-attributes="member: 813"><p>Combining all editions of D&D into a meaningful whole is a Herculean task by itself. But that is only half of when the designers of "Project I" have to do. Even Hercules must tremble at the second part of their task: getting acceptance from as many existing player of any edition as possible.</p><p></p><p>The first task is almost simple. They've already said that it will be "modular". So you create bare bones classes with fixed power jumps at fixed rates and call those the basic classes. They look just like a 3e Rogue or 1e Monk or any 4e "standard build". Then you allow customization, probably in a 4e manner, with tiers of powers that can be swapped out. This is no different from how 4e works now with powers chosen at fixed rates. Likewise, it is very similar to the menu of class abilities found often in Monte Cook 3e/Arcana Evolved classes. And finally you can return Vancian magic to the system with a few classes designed for Vancian magic in their own book.</p><p></p><p>And that last sentence returns me to my premise. Presentation is key. They only get one shot at make D&D (no edition number) the one true D&D for all time. One of the biggest hurdles 4e had at launch was the lack of options compared to the plethora of options the abandoned 3.5 had. Some people want 12-15 classes and 7-10 races in the CORE of the game. Other people want fewer classes with lots of customization. Other people want limited customization within a class for simplicity sake. (What can a fighter do? In pre-3e, you know the answer 99% of the time. 3e and after the answer is "it depends on what feats/powers he took.")</p><p></p><p>So how in the world can a modular game be presented at launch time in a way that will make the most people happy and that won't put people off because it takes 5-6 $30 books to get it "all"? Designers, you have my sympathies.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 5771038, member: 813"] Combining all editions of D&D into a meaningful whole is a Herculean task by itself. But that is only half of when the designers of "Project I" have to do. Even Hercules must tremble at the second part of their task: getting acceptance from as many existing player of any edition as possible. The first task is almost simple. They've already said that it will be "modular". So you create bare bones classes with fixed power jumps at fixed rates and call those the basic classes. They look just like a 3e Rogue or 1e Monk or any 4e "standard build". Then you allow customization, probably in a 4e manner, with tiers of powers that can be swapped out. This is no different from how 4e works now with powers chosen at fixed rates. Likewise, it is very similar to the menu of class abilities found often in Monte Cook 3e/Arcana Evolved classes. And finally you can return Vancian magic to the system with a few classes designed for Vancian magic in their own book. And that last sentence returns me to my premise. Presentation is key. They only get one shot at make D&D (no edition number) the one true D&D for all time. One of the biggest hurdles 4e had at launch was the lack of options compared to the plethora of options the abandoned 3.5 had. Some people want 12-15 classes and 7-10 races in the CORE of the game. Other people want fewer classes with lots of customization. Other people want limited customization within a class for simplicity sake. (What can a fighter do? In pre-3e, you know the answer 99% of the time. 3e and after the answer is "it depends on what feats/powers he took.") So how in the world can a modular game be presented at launch time in a way that will make the most people happy and that won't put people off because it takes 5-6 $30 books to get it "all"? Designers, you have my sympathies. [/QUOTE]
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