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General Tabletop Discussion
*Dungeons & Dragons
The Door, Player Expectations, and why 5e can't unify the fanbase.
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<blockquote data-quote="Lanefan" data-source="post: 5970958" data-attributes="member: 29398"><p>I have to ask - and I can't quite believe I'm about to type this - how can you possibly balance those in the same game? I don't think you can, thus either one has to accept imbalance in the game or one of those classes has to go.</p><p></p><p>Yes, but I suspect a lot of the poorer add-ons to earlier editions were just that: add-ons, dreamed up long after the original core was released and thus less likely to work with the design of said core. This in fact goes all the way back to 1e - the original UA was a collection of various post-design add-ons; some were good, some were awful.</p><p></p><p>Here with 5e they have a chance - realistically, for the first time ever - to design the whole lot all at once and simply release it in stages. And the first release should be the core nuts-and-bolts framework with everything stripped to the bone. For some, that'll be all the game they need. Others might wait for some add-ons (I suspect once 5e releases we'll be up to our ears in supplements within the first year, it won't be a long wait) and go from there. To us as consumers they'll all look like add-ons, but in fact they're all part of the core design.</p><p></p><p>The challenge for all involved (WotC, 3rd-party, even kitbashing DMs) will be to resist the temptation to try adding other things later that aren't part of the overall core (including all modules) design.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5970958, member: 29398"] I have to ask - and I can't quite believe I'm about to type this - how can you possibly balance those in the same game? I don't think you can, thus either one has to accept imbalance in the game or one of those classes has to go. Yes, but I suspect a lot of the poorer add-ons to earlier editions were just that: add-ons, dreamed up long after the original core was released and thus less likely to work with the design of said core. This in fact goes all the way back to 1e - the original UA was a collection of various post-design add-ons; some were good, some were awful. Here with 5e they have a chance - realistically, for the first time ever - to design the whole lot all at once and simply release it in stages. And the first release should be the core nuts-and-bolts framework with everything stripped to the bone. For some, that'll be all the game they need. Others might wait for some add-ons (I suspect once 5e releases we'll be up to our ears in supplements within the first year, it won't be a long wait) and go from there. To us as consumers they'll all look like add-ons, but in fact they're all part of the core design. The challenge for all involved (WotC, 3rd-party, even kitbashing DMs) will be to resist the temptation to try adding other things later that aren't part of the overall core (including all modules) design. Lanefan [/QUOTE]
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The Door, Player Expectations, and why 5e can't unify the fanbase.
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