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Tired of doing WotC's job
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<blockquote data-quote="Jacob Lewis" data-source="post: 7992291" data-attributes="member: 6667921"><p>[USER=6987520]@dnd4vr[/USER] I get where you're coming from because this is exactly how I felt about 5e when it came out. I had been used to having full stats provided for every encounter, and now I can only get a bolded word telling me to look it up. The options for characters are very simple and narrow. The details are vague and sketchy. Everything built into previous editions is not coming back unless I do it myself.</p><p></p><p>So, I went looking elsewhere and tried other systems for a change. Not just dnd clones or spinoffs, either. I looked for something completely different to take me as far away from this game as possible. I finally settled on the Star Wars RPG from FFG. It was great! It was so different and innovative. But the first thing I had to learn was to stop playing it like DnD.</p><p></p><p>Years later, I am back to give DnD another try. But this time, I had a new perspective and appreciation for what 5e is and what it isn't. First, it is not the be all/end all of game systems or editions. There are much better systems out there to give you a different kind of game and a different kind of experience. And that's a good thing. 5e only need to do DnD well, and for the most part, it does.</p><p></p><p>As far as WotC pulling their weight, I can understand why they have taken this new approach. They've done the work before and it never played out so well. They can't make everyone happy because everyone wants different things. This is the unburdened edition now. Less is more, and let DMs be DMs. They won't waste time to fill in all the gaps because we always tend to fill in our own, anyway. </p><p></p><p>Those of us who have been around a while already have a wealth of experience and materials to mine and utilize for our games, while newcomers are blissfully unfettered by the weight of past edition bloats and controversies. </p><p></p><p>What I learned from another game system was how to improvise more in the moment and not worry about having everything prescribed and predetermined for me in advance. Perhaps this edition could use more of that. But that is something you don't need to learn specifically from one author, or company, or even a product. There are a lot of great games with a lot of great ideas out there past the DnD veil. The slow release for this game ensures it will still be here when you're ready to get back! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7992291, member: 6667921"] [USER=6987520]@dnd4vr[/USER] I get where you're coming from because this is exactly how I felt about 5e when it came out. I had been used to having full stats provided for every encounter, and now I can only get a bolded word telling me to look it up. The options for characters are very simple and narrow. The details are vague and sketchy. Everything built into previous editions is not coming back unless I do it myself. So, I went looking elsewhere and tried other systems for a change. Not just dnd clones or spinoffs, either. I looked for something completely different to take me as far away from this game as possible. I finally settled on the Star Wars RPG from FFG. It was great! It was so different and innovative. But the first thing I had to learn was to stop playing it like DnD. Years later, I am back to give DnD another try. But this time, I had a new perspective and appreciation for what 5e is and what it isn't. First, it is not the be all/end all of game systems or editions. There are much better systems out there to give you a different kind of game and a different kind of experience. And that's a good thing. 5e only need to do DnD well, and for the most part, it does. As far as WotC pulling their weight, I can understand why they have taken this new approach. They've done the work before and it never played out so well. They can't make everyone happy because everyone wants different things. This is the unburdened edition now. Less is more, and let DMs be DMs. They won't waste time to fill in all the gaps because we always tend to fill in our own, anyway. Those of us who have been around a while already have a wealth of experience and materials to mine and utilize for our games, while newcomers are blissfully unfettered by the weight of past edition bloats and controversies. What I learned from another game system was how to improvise more in the moment and not worry about having everything prescribed and predetermined for me in advance. Perhaps this edition could use more of that. But that is something you don't need to learn specifically from one author, or company, or even a product. There are a lot of great games with a lot of great ideas out there past the DnD veil. The slow release for this game ensures it will still be here when you're ready to get back! ;) [/QUOTE]
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