Shardstone
Hero
I don't know, it really feels to me like people are being a bit too hard on aspects of 1D&D.
Some things like the grapple changes, the attack changes, etc, smooth out the game which better enables the creation of dynamic auxiliary mechanics. If you guys want more subsystems in the future, then the base game needs to be tweaked so that those subsystems can be implemented. As D&D is right now, its very hard to bolt new ideas onto the system new to the math and construction of the various systems at play. The streamlining of things enables future complexity for less buy-in and easier balancing.
I think a lot of people are hyper-focusing on the lack of sweeping changes and not looking at the implications of these changes. Making class chasis a little bit simpler allows you to get more wild in the future with subclasses, feats, and other ideas like racial or generic subclasses or subclass replacements. Likewise, by cutting down on the features each level, the "mental space" afforded to additional features bolted on in the future is increased, which means you can better remix these classes to be what you want them to be.
In other words, all the 1D&D changes so far 100% make it easier to design for the game. That's the big point here -- make the game a little simpler for new people but a lot simpler for DMs and designers to trick out and better make your "Dungeons and Dragons."
TBH I feel like no one is going to really believe what I'm saying until 3 years from now when the limits of the streamlined system are better revealed, but I firmly think 1D&D is a huge progression in every way from 5E as a game.
Some things like the grapple changes, the attack changes, etc, smooth out the game which better enables the creation of dynamic auxiliary mechanics. If you guys want more subsystems in the future, then the base game needs to be tweaked so that those subsystems can be implemented. As D&D is right now, its very hard to bolt new ideas onto the system new to the math and construction of the various systems at play. The streamlining of things enables future complexity for less buy-in and easier balancing.
I think a lot of people are hyper-focusing on the lack of sweeping changes and not looking at the implications of these changes. Making class chasis a little bit simpler allows you to get more wild in the future with subclasses, feats, and other ideas like racial or generic subclasses or subclass replacements. Likewise, by cutting down on the features each level, the "mental space" afforded to additional features bolted on in the future is increased, which means you can better remix these classes to be what you want them to be.
In other words, all the 1D&D changes so far 100% make it easier to design for the game. That's the big point here -- make the game a little simpler for new people but a lot simpler for DMs and designers to trick out and better make your "Dungeons and Dragons."
TBH I feel like no one is going to really believe what I'm saying until 3 years from now when the limits of the streamlined system are better revealed, but I firmly think 1D&D is a huge progression in every way from 5E as a game.