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<blockquote data-quote="MNblockhead" data-source="post: 9261287" data-attributes="member: 6796661"><p>Emphasis mine. When I say I want some more complexity in D&D, I'm really thinking about the bold part. They should have a streamlines core that is easy to get into for new players but complex enough to support and reward investment into playing for over long periods. When I got back into TTRPGs after not having played since 1e, I stuck to RAW and even limited some options. It was overall easy to pick up, but since I was jumping back into the game as a DM, I was still a little bit intimidated and spend quite a bit of time making sure I understood the rule, to the point of running combats with various PCs I rolled up and different monsters to get comfortable with it. I think they could make it much easier to cross reference and find rules through better organization, cross-referencing, and layout elements, though DnD Beyond makes it even easier, and the WotC VTT will further reduce the learning curve. </p><p></p><p>But after two years, I felt that I wasn't getting everything I wanted from the official books. For the long campaigns I run, I wanted options for politics, ship travel and combat, strongholds, fame and infamy, and more. Some of that had light treatment in the DMG but not enough to give the game experience I was going for. I filled in the gaps with material from EN5ider, MCDM, blogs, and my own home brew. </p><p></p><p>I would like for WotC to give some more optional rules and subsystems, because I like what they put out for the most part. I'm sure they've done their market research and determined that it just isn't profitable enough to put their efforts there. This is especially true with the DM-facing systems I'm looking for. Character options will always sell better than the rules that are mostly consumed on the DMs side of the screen. Instead they dribble out small bits of new rules in adventures, but usually with only enough depth to serve for a brief episode in an adventure here or there. Not enough to make it a significant focus of a campaign. The ship rules in Ghosts of Saltmarsh comes to mind. </p><p></p><p>It would be nice if they would let their designer release some optional subsystems that have real depth in digital only form as PDFs in DMs Guild and also make them available on D&D Beyond (yes, their is expense there, but surly less than releasing books).</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9261287, member: 6796661"] Emphasis mine. When I say I want some more complexity in D&D, I'm really thinking about the bold part. They should have a streamlines core that is easy to get into for new players but complex enough to support and reward investment into playing for over long periods. When I got back into TTRPGs after not having played since 1e, I stuck to RAW and even limited some options. It was overall easy to pick up, but since I was jumping back into the game as a DM, I was still a little bit intimidated and spend quite a bit of time making sure I understood the rule, to the point of running combats with various PCs I rolled up and different monsters to get comfortable with it. I think they could make it much easier to cross reference and find rules through better organization, cross-referencing, and layout elements, though DnD Beyond makes it even easier, and the WotC VTT will further reduce the learning curve. But after two years, I felt that I wasn't getting everything I wanted from the official books. For the long campaigns I run, I wanted options for politics, ship travel and combat, strongholds, fame and infamy, and more. Some of that had light treatment in the DMG but not enough to give the game experience I was going for. I filled in the gaps with material from EN5ider, MCDM, blogs, and my own home brew. I would like for WotC to give some more optional rules and subsystems, because I like what they put out for the most part. I'm sure they've done their market research and determined that it just isn't profitable enough to put their efforts there. This is especially true with the DM-facing systems I'm looking for. Character options will always sell better than the rules that are mostly consumed on the DMs side of the screen. Instead they dribble out small bits of new rules in adventures, but usually with only enough depth to serve for a brief episode in an adventure here or there. Not enough to make it a significant focus of a campaign. The ship rules in Ghosts of Saltmarsh comes to mind. It would be nice if they would let their designer release some optional subsystems that have real depth in digital only form as PDFs in DMs Guild and also make them available on D&D Beyond (yes, their is expense there, but surly less than releasing books). [/QUOTE]
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