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Revised 6E prediction thread
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<blockquote data-quote="Mercurius" data-source="post: 8190232" data-attributes="member: 59082"><p>Yes, basic agreement - kind of a different angle but quite compatible with what I was saying.</p><p></p><p>I suppose the big thing for 5E was bounded accuracy (and also adv/disadv), so maybe a "synthesis plus." But I agree that it was largely a synthesis of "the best of" 3E and 4E, or that was the intent and result (for the most part). But bounded accuracy, in a way, actually harkened back to a more old-school feel, if not re-embracing the deadliness of early forms of D&D.</p><p></p><p>If I were to guess how 6E "evolutionizes," it would be more of what we saw in <em>Tasha's, </em>with both an implicit and explicit element. The implicit would be to modernize the socio-cultural aesthetics, both in terms of the art presented but also deconstruction of some of the hard-written assumptions about race, emphasis on violence, etc. The explicit would be to provide a more customizable game, thus the implicit element will be more hidden and/or softened by the focus being on providing a greater range of options, rather than enforcing certain assumptions to all gamers. Meaning, I would think that while there will still likely be defaults, they'll try to cater to the range of folks from traditional ("shoot first"/"orcs are evil foes") to more contemporary ("negotiate first"/"orcs are PC race").</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8190232, member: 59082"] Yes, basic agreement - kind of a different angle but quite compatible with what I was saying. I suppose the big thing for 5E was bounded accuracy (and also adv/disadv), so maybe a "synthesis plus." But I agree that it was largely a synthesis of "the best of" 3E and 4E, or that was the intent and result (for the most part). But bounded accuracy, in a way, actually harkened back to a more old-school feel, if not re-embracing the deadliness of early forms of D&D. If I were to guess how 6E "evolutionizes," it would be more of what we saw in [I]Tasha's, [/I]with both an implicit and explicit element. The implicit would be to modernize the socio-cultural aesthetics, both in terms of the art presented but also deconstruction of some of the hard-written assumptions about race, emphasis on violence, etc. The explicit would be to provide a more customizable game, thus the implicit element will be more hidden and/or softened by the focus being on providing a greater range of options, rather than enforcing certain assumptions to all gamers. Meaning, I would think that while there will still likely be defaults, they'll try to cater to the range of folks from traditional ("shoot first"/"orcs are evil foes") to more contemporary ("negotiate first"/"orcs are PC race"). [/QUOTE]
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