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Stripping 5e to its core
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<blockquote data-quote="Guest 7037866" data-source="post: 9546850"><p>I see your point, but like you said it relies on whether the scores are kept or not.</p><p></p><p>If a primer goes from just ability modifiers to including scores in 5E, why does it? 5E has ability scores, so would removing them at the primer level and then adding them back in make things simpler or more difficult?</p><p></p><p></p><p>In the course of creating a true primer, the question can't be asked of someone who really has played... because the answer is different for everyone of course.</p><p></p><p>The trick is to create something that once played by a new player, they can relate the experience to someone who has played 5E and the experienced player will feel some level of similarity.</p><p></p><p></p><p>As I said upthread for myself:</p><p><em>At its core, you need very little IMO, but that is because for myself I don't need much to have a game that still "feels like D&D" to me because I find the "feel" part comes more from how I play, not exactly the mechanics I get to play with.</em></p><p></p><p>I come from D&D in the late 70s, so B/X and AD&D 1E. I don't need Sorcerers or Warlock to feel like D&D. In fact, it feels <em>less</em> like D&D with those classes added. Feats, tons of features, etc. all detract from what D&D is to me: a game of imagination.</p><p></p><p></p><p>I love FTD for their structure and if I were designing a <em>not</em> 5E game I would go with it, but again stripping 5E to its core doesn't work with this as you're aware.</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9546850"] I see your point, but like you said it relies on whether the scores are kept or not. If a primer goes from just ability modifiers to including scores in 5E, why does it? 5E has ability scores, so would removing them at the primer level and then adding them back in make things simpler or more difficult? In the course of creating a true primer, the question can't be asked of someone who really has played... because the answer is different for everyone of course. The trick is to create something that once played by a new player, they can relate the experience to someone who has played 5E and the experienced player will feel some level of similarity. As I said upthread for myself: [I]At its core, you need very little IMO, but that is because for myself I don't need much to have a game that still "feels like D&D" to me because I find the "feel" part comes more from how I play, not exactly the mechanics I get to play with.[/I] I come from D&D in the late 70s, so B/X and AD&D 1E. I don't need Sorcerers or Warlock to feel like D&D. In fact, it feels [I]less[/I] like D&D with those classes added. Feats, tons of features, etc. all detract from what D&D is to me: a game of imagination. I love FTD for their structure and if I were designing a [I]not[/I] 5E game I would go with it, but again stripping 5E to its core doesn't work with this as you're aware. [/QUOTE]
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