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General Tabletop Discussion
*Dungeons & Dragons
The Crab Bucket Fallacy
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9148015" data-attributes="member: 7023840"><p>Let me start by saying that a bunch of what you are writing as your discussion questions are necessarily tilted to get the results that you want. But sure, I will try and in good faith provide you answers to your questions; note that these are my responses, and these are possible answers, but I do not claim that these are necessarily <em>the answers.</em></p><p></p><p></p><p></p><p>Because D&D is for the people. That means it needs to be easily accessible and grokable. As it stands, there are 12 (13 if you count the artificer) full classes in 5e, and innumberable subclasses.</p><p></p><p>That's already a lot in the <em>base game</em>. Additional classes are always available via 3PP and homebrew. In addition, should the need arise, they can always make a specific new class for a setting/adventure/expansion.</p><p></p><p>But too much crunch kills editions. They want to keep the core simple.</p><p></p><p></p><p></p><p>I have no idea what "love," means. As it stands, the most popular two classes are the Fighter and Rogue - both of them non-magical. As should be obvious, additional "love" (whatever that means) would likely start to throw things out of balance.</p><p></p><p></p><p></p><p>As you note, this would be hotly contested. Why introduce something that is both hotly contested and also varies so much from table-to-table into the game? In other words, why be intentionally divisive in an area that very few people complain about?</p><p></p><p></p><p></p><p>This is just the same argument as the "love" argument, repackaged.</p><p></p><p></p><p></p><p>This is just the same argument as the "love" argument, repackaged.</p><p></p><p>Without putting too fine a point on it, a lot of these points are basically, "Why not 5e, but 4e?" Sure. There are times I say, "Why not 5e, but 1e?" And other say, "Why not 5e, but where the heck are real psionics?"</p><p></p><p>There are small constituencies for various changes. But the point is- they are small constituencies. They are not looking backwards, but looking forward, and building upon a base that has largely developed during 5e.</p><p></p><p>Or, more simply- the primary market isn't you. And it isn't me. It's the people that joined up in the last ten years, and the people that will join in the next decade. It's okay that we aren't the primary market, because that means the game is thriving.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9148015, member: 7023840"] Let me start by saying that a bunch of what you are writing as your discussion questions are necessarily tilted to get the results that you want. But sure, I will try and in good faith provide you answers to your questions; note that these are my responses, and these are possible answers, but I do not claim that these are necessarily [I]the answers.[/I] Because D&D is for the people. That means it needs to be easily accessible and grokable. As it stands, there are 12 (13 if you count the artificer) full classes in 5e, and innumberable subclasses. That's already a lot in the [I]base game[/I]. Additional classes are always available via 3PP and homebrew. In addition, should the need arise, they can always make a specific new class for a setting/adventure/expansion. But too much crunch kills editions. They want to keep the core simple. I have no idea what "love," means. As it stands, the most popular two classes are the Fighter and Rogue - both of them non-magical. As should be obvious, additional "love" (whatever that means) would likely start to throw things out of balance. As you note, this would be hotly contested. Why introduce something that is both hotly contested and also varies so much from table-to-table into the game? In other words, why be intentionally divisive in an area that very few people complain about? This is just the same argument as the "love" argument, repackaged. This is just the same argument as the "love" argument, repackaged. Without putting too fine a point on it, a lot of these points are basically, "Why not 5e, but 4e?" Sure. There are times I say, "Why not 5e, but 1e?" And other say, "Why not 5e, but where the heck are real psionics?" There are small constituencies for various changes. But the point is- they are small constituencies. They are not looking backwards, but looking forward, and building upon a base that has largely developed during 5e. Or, more simply- the primary market isn't you. And it isn't me. It's the people that joined up in the last ten years, and the people that will join in the next decade. It's okay that we aren't the primary market, because that means the game is thriving. [/QUOTE]
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