But if they start insisting that anything that they dislike not be included or even referenced on the grounds of "inclusiveness" they ... are ... flat ... wrong.
No, they aren't. That's an amazingly extreme statement.
But if you are going to stake out the ground that references to things you don't like need to be heavily quarantined, then no meaningful compromise with you is possible for large numbers of other potential players.
I really don't feel that 3-6 tags on many different abilities and rules is the best way to go. It's somewhat unwieldy, and definitely off-putting to people that disagree with certain values influencing design. Perhaps tagging rules with a key rather than [Role]? All [roles] could be tagged [X] or whatever, and all Defenders would be tagged [R1] or the like.
I think, however, that including [Defender] next to strongly protection abilities is going to drive off a section of the market because many people don't like abilities being designed with roles explicitly in mind. I think tagging words with [R1] is much less invasive to those people than [Defender] is.
Again, you are of course free to stake out any position you want. I'm not suggesting that you do or not do anything. Compromise is not a necessity for any of us. We can always not play the game, if it doesn't satisfy us. But to the extent that one agrees with the stated design goals thus far, then practically one has to acknowledge some degree of real compromise will take place.
How are having roles be in the core book as a description of play style not compromise? How is making them strongly prevalent in an optional complexity dial not compromise? Please, don't accuse me of "staking out" a position and imply I'm offering no compromise. No compromise is, "get your roles out of 5e." I never said that, and I'd thank you to not imply that's my position. As always, play what you like
It's as easily disregarded
Apologies, but I have to make this reply fast. Needless to say, it's not easily disregarded for everyone, but if you're going to go this route, go [R1] rather than [Defender].
"Arcane, Evocation, Fire, Implement, Striker"
Maybe it's just me, but for a game big on complexity dials, this screams unwieldy to me. I can decide which of these sounds good individually, take into account how they interact, and ignore what I don't like. I have to tag many ability 3-6 times, and then I'll need to take all those factors into account in the game as a whole. There might be, what, 10 different keywords or tags in all (you're more or less dealing with only 4e tags there, right?)?
No, that doesn't sound like an appealing way to do this, to me. It's very much pushing a certain feel and tone into the core book, and I think that it'll still bug a good number of people. If you're trying to be inclusive, let each complexity dial be
standalone, and let people add it to the system as they desire. Much less messy, in my mind.
Do we just eliminate all keywords altogether so that we don't alienate ANYBODY?
What's the huge upside to having a ton of keywords? I can see certain keywords, sure. Like [attack]. Using this ability mimics an attack. We don't need tons of keywords in the game. Keep the number down, and definitely don't use keywords relevant to all editions when going through all the rules and abilities of the game.
Are we now expecting the designers to NOT possibly include in the rules for Fireball (as an example)
Range: 100 feet in a 15 foot burst (Area burst 3 within 20)
...because heaven forbid we offend the 1E and 2E players by including the numbers in squares right next to the range in feet?
If 4e players cannot accept a more inclusive wording (same effect, different feel), I'd posit that it's not me who isn't compromising. Why not have it be Area 2, with a section of what that might mean to a particular group? Some would have it be a sphere, others would want a square. Figure out something that works in a vanilla sense.
Can't we go into this with the expectation that the rules will probably include all the ways for them to be interpreted via your edition of choice, and yes... you as a player and reader will just need to gloss over those small, niggling keywords, definitions and numbers that you yourself won't use, just so that the whole book doesn't have to get printed a second time to now include them? Is that really too much to ask?
And if you say 'yes'... then I don't think you're ever going to be happy with the game that gets eventually gets produced, because I guarantee it will include info attributable to all the editions, much of which won't actually be used by you depending on which dials and knobs you chose to play with.[/QUOTE]
I think that's a limited view of how to do things. I think there may be other, less intrusive or unwieldy ways of addressing these issues, and I'd hope that WotC pursues those options.
And if you say 'yes'... then I don't think you're ever going to be happy with the game that gets eventually gets produced, because I guarantee it will include info attributable to all the editions, much of which won't actually be used by you depending on which dials and knobs you chose to play with.
I'm okay with info from all editions being included. I'd prefer it. I don't think unwieldy and numerous keywords on nearly every rule and ability is necessary to achieve that goal, and think it's going to be a turn off for many groups. You think it's the best way. We disagree. As always, play what you like
I think both are going to have to have a pretty generic base actually and add-ons are going to have to be in numerous layers. Take a fighter, for example. The "base" fighter may be a guy who can wear armor and use all the standard weapons. His attack will basically be a Melee Basic. One module may add iterative attacks, a different module may add defender aura and associated abilities, another may add marks and AEDU power structures.
Yes! This is what I'd prefer.
Which is why at its "base" level it may not even have a skill system, ala 1E. One module could add secondary skills, ala 2E, another a base skill set, ala 4E, and then a full skill suite, ala #E in another.
I can see this, too. However, I wouldn't necessarily want all classes equally contributing in combat. Maybe at a very low, base level. Then, if you add in skill systems (highly benefits the thief or rogue) and combat systems (highly benefits the fighter) people might get it to the area they'd like.
I don't think we're that far apart really, but with 'almost no core' I think that will likely mean the "core" is VERY bare bones and the social vs. combat skills will need to be presented separately and exclusively.
What's going to be really intersting is how wizards are handled. Will the base wizard just be a guy who shoots magic missiles with modules for Vancian vs. AEDU casting?
I'm pretty much in agreement with you in terms of what I think they should do, and curiosity surrounding those decisions. Very nice post. Thanks for the reply. As always, play what you like
And will the modules just basically be the editions re-printed in a modular format meaning if you really like any edition as-is you could just stick with what you have and find no difference in your actual game?[/QUOTE]