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Revised 6E prediction thread
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<blockquote data-quote="OB1" data-source="post: 8220387" data-attributes="member: 6796241"><p>Really want to focus on your last point here about the emphasis on violence in 5E. I think you're hitting on something that is right on the cusp of a trend evolutionizing and modernizing entertainment in general and that we are seeing in D&D as well. Whether it's Tasha's section regarding parlaying with monsters or recent episodes of Critical Roll that may see 8+ hours of game time go by without combat as conflict resolution it feels like this concept is being explored more and more in response to changing tastes of the younger generations.</p><p></p><p>Yet 5e is heavily geared towards using violence as resolution to conflict in it's very rule structure. Sure it's possible to use the presented rules to run a combatless game, but at this point, it requires a major investment from the DM to pull off, and will likely leave many classes feeling somewhat useless.</p><p></p><p>Could an adventure path that focuses almost entirely on the social and exploration pillars work in 5e? Something that evokes a more Star Trek: TNG feel? Imagine Naturalists of Gia, where the premise is a small outpost in a distant magical land whose explorers are dedicated to understanding the world rather than fighting it. Where the use of violence is an absolute last resort and one that carries with it real consequences for the party. If such a book proved successful, could it lead to a 5E CSG companion for players and DMs that expands on that premise and gives rules as clear as the Combat pillar for overcoming Social and Exploration challenges that is just as much fun as the combat mini-game is? That adds sub-classes specifically designed for every Class that lean into this premise.</p><p></p><p>And if so, would that be the strongest reason yet to launch a '6E'? Will it be required to keep D&D relevant to the next generation of players?</p><p></p><p>Please note that I'm not saying D&D will tomorrow get rid of combat, or even assume that a game would be played that way. I expect for as long as I am playing (hopefully another 40 years, well into my 80s) that will be an option. What I am suggesting is that combat may become just one of many ways to play the game, rather than the assumed default.</p></blockquote><p></p>
[QUOTE="OB1, post: 8220387, member: 6796241"] Really want to focus on your last point here about the emphasis on violence in 5E. I think you're hitting on something that is right on the cusp of a trend evolutionizing and modernizing entertainment in general and that we are seeing in D&D as well. Whether it's Tasha's section regarding parlaying with monsters or recent episodes of Critical Roll that may see 8+ hours of game time go by without combat as conflict resolution it feels like this concept is being explored more and more in response to changing tastes of the younger generations. Yet 5e is heavily geared towards using violence as resolution to conflict in it's very rule structure. Sure it's possible to use the presented rules to run a combatless game, but at this point, it requires a major investment from the DM to pull off, and will likely leave many classes feeling somewhat useless. Could an adventure path that focuses almost entirely on the social and exploration pillars work in 5e? Something that evokes a more Star Trek: TNG feel? Imagine Naturalists of Gia, where the premise is a small outpost in a distant magical land whose explorers are dedicated to understanding the world rather than fighting it. Where the use of violence is an absolute last resort and one that carries with it real consequences for the party. If such a book proved successful, could it lead to a 5E CSG companion for players and DMs that expands on that premise and gives rules as clear as the Combat pillar for overcoming Social and Exploration challenges that is just as much fun as the combat mini-game is? That adds sub-classes specifically designed for every Class that lean into this premise. And if so, would that be the strongest reason yet to launch a '6E'? Will it be required to keep D&D relevant to the next generation of players? Please note that I'm not saying D&D will tomorrow get rid of combat, or even assume that a game would be played that way. I expect for as long as I am playing (hopefully another 40 years, well into my 80s) that will be an option. What I am suggesting is that combat may become just one of many ways to play the game, rather than the assumed default. [/QUOTE]
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