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Simulation vs Game - Where should D&D 5e aim?
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<blockquote data-quote="Anthony Terry" data-source="post: 6303543" data-attributes="member: 6776492"><p>I didn't stop to read all 40 pages of the thread so apologies if I'm going over points previously made but surely the answer to this is quite obvious, now in 2014, unfortunately they have to focus on a game. The core rule books players handbook / monster manual should be pretty much identical to how they have been for the previous two editions and should entirely be focused on a balanced platform for people to enjoy the game with. The Dm's guide however should give guidance on nothing but how to edit these rules to suit your own ideas and settings and should be more of a guide to creating a dungeons and dragons themed fantasy world.</p><p></p><p>Along side this they should release up to 3-4 key fantasy settings, one of these being greyhawk and probably a popular 3.5/4ED setting also. In each of these fantasy settings it can list new rules to suit more what u'd expect from the type of fantasy roleplaying you've come to expect from does sewttings over the years (something nearly all DM's on here will do any way and people need to realise the amount of money that could be made if some one saves me the amount of work that goes into this).</p><p></p><p>Now many of you would say this would just generate more books for you to buy, yes it would, tough <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />? For a product like this to be viable by the very nature of our market they have to make it generic and non-setting based to ensure the market stays as large as possible and unfortunately due to the internets influence this means a more rule based game that everyone can follow and enjoy opposed to the at times crazy influences of a traditional high fantasy wizzard / cleric / druid</p></blockquote><p></p>
[QUOTE="Anthony Terry, post: 6303543, member: 6776492"] I didn't stop to read all 40 pages of the thread so apologies if I'm going over points previously made but surely the answer to this is quite obvious, now in 2014, unfortunately they have to focus on a game. The core rule books players handbook / monster manual should be pretty much identical to how they have been for the previous two editions and should entirely be focused on a balanced platform for people to enjoy the game with. The Dm's guide however should give guidance on nothing but how to edit these rules to suit your own ideas and settings and should be more of a guide to creating a dungeons and dragons themed fantasy world. Along side this they should release up to 3-4 key fantasy settings, one of these being greyhawk and probably a popular 3.5/4ED setting also. In each of these fantasy settings it can list new rules to suit more what u'd expect from the type of fantasy roleplaying you've come to expect from does sewttings over the years (something nearly all DM's on here will do any way and people need to realise the amount of money that could be made if some one saves me the amount of work that goes into this). Now many of you would say this would just generate more books for you to buy, yes it would, tough :):):):)? For a product like this to be viable by the very nature of our market they have to make it generic and non-setting based to ensure the market stays as large as possible and unfortunately due to the internets influence this means a more rule based game that everyone can follow and enjoy opposed to the at times crazy influences of a traditional high fantasy wizzard / cleric / druid [/QUOTE]
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