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<blockquote data-quote="Lancelot" data-source="post: 5025080" data-attributes="member: 30022"><p>It's an interesting discussion topic, for sure.</p><p></p><p>Personally, if I was responsible for releasing 5e...</p><p></p><p></p><ul> <li data-xf-list-type="ul">I'd start with a basic boxed set. No PH/DMG/MM. Maybe only the first 5 levels of a limited set of character classes. That's a much more compelling "entry level purchase" for new gamers than buying $100 of manuals in a slipcase.</li> <li data-xf-list-type="ul">Grognards will buy the "basic set" anyway to get a preview of what the new 5e rules look like, before the more advanced manuals come out in the future. It also means they only have to invest (say) $25-30 in deciding whether they want to move to 5e, rather than forcing them to pay $100 to test whether they enjoy 3e or 4e.</li> <li data-xf-list-type="ul">Bundle the rulebook with an adventure; something classic and old school with a compelling villain.</li> <li data-xf-list-type="ul">No minis. Minis add to the price-point of that initial pack. As you say: sell it as a game of imagination and story-telling, not a tactical tabletop game. [note: I <strong>love</strong> minis, and I think the game benefits from them - but sell them as supplements, not part of the basic set]</li> <li data-xf-list-type="ul">...and, just for some heresy, bundle that basic 5e set into an established property. Release the 5e basic set with a big honking picture of Driz'zt on the front cover. Or Orlando/Legolas. Or Arthas from World of Warcraft. Or whatever else is "hot" with the younger crowd at the time of the release. Get the marketing tie-in, even if it costs additional in license.</li> </ul><p>Once the basic set is out, release some supplements quickly to expand the setting. Have some minis which represent the expected encounters in that bundled adventure, including the iconics from the chosen setting (e.g. Driz'zt, Legolas, Arthas, etc). Release a sequel module, and splatbooks for raising the level limits, and adding new classes/powers/items.</p><p></p><p>Then, finally, after 6 months, release the slipcase of hardcovers for the "advanced player".</p><p></p><p>Sure, it's the BECMI model... but that seemed to work, back in the day. I know basic sets have been released since, but they've been: a) released as an afterthought after the core rulebooks; b) focused on minis and boards; c) had limited support from sequels and expansions; d) not closely tied to recognizable settings.</p><p></p><p>Ruleswise, I'd keep a lot of 4e. I like the concept of power cards, especially for new players. However, I'd reduce the number of effects (pushes, pulls, etc) to try and reduce the dependency on battle grids and minis. I'd make the game a little faster-moving, even at the expense of some added lethality. I'd reduce the number of classes and races (more heresy), and slowly introduce more with the splats. For the basic set, I'd be happy with 4 races / 4 classes. Maybe even go really old-school and have races AS classes (e.g. I'm a 3rd level Elf!).</p><p></p><p>I'd allow for more power-swapping. I'd probably have powers broken down by source, rather than class. Martial, Stealth, Arcane, Nature, Divine, etc sources. A fighter can only pick from the Martial source, but gets special abilities like heavy armor use, more HP and more weapons. A ranger (for example) can pick from either the Martial or Nature sources. And so forth. Any class can "multi" by paying an additional "cost" (feat, point-buy, whatever) to choose from a different source. That adds some of 3e's class customization, while maintaining a level of balance. It also means you don't have the plethora of class-unique powers that 4e has, which can get unwieldy.</p><p></p><p>I'd apply more focus to the non-combat aspects of the game. A major disappointment for me is that 4e has added a good (albeit flawed, pre-errata) framework for skill challenges, and then issued an adventure path which is wall-to-wall combats. I'd emphasize the fun of the classic equipment-shopping expedition, gambling in taverns, exploring the wilderness, deciphering riddles or puzzles, evading traps, and so forth. I don't think more emphasis is needed in the rules - but you have to build those things into the <strong>modules</strong>. And less combats. Please. Thunderspire Labyrinth nearly killed me as a player, let alone as a character.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 5025080, member: 30022"] It's an interesting discussion topic, for sure. Personally, if I was responsible for releasing 5e... [LIST] [*]I'd start with a basic boxed set. No PH/DMG/MM. Maybe only the first 5 levels of a limited set of character classes. That's a much more compelling "entry level purchase" for new gamers than buying $100 of manuals in a slipcase. [*]Grognards will buy the "basic set" anyway to get a preview of what the new 5e rules look like, before the more advanced manuals come out in the future. It also means they only have to invest (say) $25-30 in deciding whether they want to move to 5e, rather than forcing them to pay $100 to test whether they enjoy 3e or 4e. [*]Bundle the rulebook with an adventure; something classic and old school with a compelling villain. [*]No minis. Minis add to the price-point of that initial pack. As you say: sell it as a game of imagination and story-telling, not a tactical tabletop game. [note: I [B]love[/B] minis, and I think the game benefits from them - but sell them as supplements, not part of the basic set] [*]...and, just for some heresy, bundle that basic 5e set into an established property. Release the 5e basic set with a big honking picture of Driz'zt on the front cover. Or Orlando/Legolas. Or Arthas from World of Warcraft. Or whatever else is "hot" with the younger crowd at the time of the release. Get the marketing tie-in, even if it costs additional in license. [/LIST] Once the basic set is out, release some supplements quickly to expand the setting. Have some minis which represent the expected encounters in that bundled adventure, including the iconics from the chosen setting (e.g. Driz'zt, Legolas, Arthas, etc). Release a sequel module, and splatbooks for raising the level limits, and adding new classes/powers/items. Then, finally, after 6 months, release the slipcase of hardcovers for the "advanced player". Sure, it's the BECMI model... but that seemed to work, back in the day. I know basic sets have been released since, but they've been: a) released as an afterthought after the core rulebooks; b) focused on minis and boards; c) had limited support from sequels and expansions; d) not closely tied to recognizable settings. Ruleswise, I'd keep a lot of 4e. I like the concept of power cards, especially for new players. However, I'd reduce the number of effects (pushes, pulls, etc) to try and reduce the dependency on battle grids and minis. I'd make the game a little faster-moving, even at the expense of some added lethality. I'd reduce the number of classes and races (more heresy), and slowly introduce more with the splats. For the basic set, I'd be happy with 4 races / 4 classes. Maybe even go really old-school and have races AS classes (e.g. I'm a 3rd level Elf!). I'd allow for more power-swapping. I'd probably have powers broken down by source, rather than class. Martial, Stealth, Arcane, Nature, Divine, etc sources. A fighter can only pick from the Martial source, but gets special abilities like heavy armor use, more HP and more weapons. A ranger (for example) can pick from either the Martial or Nature sources. And so forth. Any class can "multi" by paying an additional "cost" (feat, point-buy, whatever) to choose from a different source. That adds some of 3e's class customization, while maintaining a level of balance. It also means you don't have the plethora of class-unique powers that 4e has, which can get unwieldy. I'd apply more focus to the non-combat aspects of the game. A major disappointment for me is that 4e has added a good (albeit flawed, pre-errata) framework for skill challenges, and then issued an adventure path which is wall-to-wall combats. I'd emphasize the fun of the classic equipment-shopping expedition, gambling in taverns, exploring the wilderness, deciphering riddles or puzzles, evading traps, and so forth. I don't think more emphasis is needed in the rules - but you have to build those things into the [B]modules[/B]. And less combats. Please. Thunderspire Labyrinth nearly killed me as a player, let alone as a character. [/QUOTE]
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