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What are your ideal design goals for D&D?
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<blockquote data-quote="RangerWickett" data-source="post: 5180055" data-attributes="member: 63"><p>Hm, good point. I never saw D&D in Toys R Us as a kid, but I saw HeroQuest and its various supplements. We totally should have a D&D boxed set, maybe with a folding mat and dry erase markers, a DM rulebook (w/monsters), a PC rulebook, and a few minis. Plus nicely illustrated cards for your magic items, and the ability to log your character online. Not just 'build' your character, but record it. Give players a sense of accomplishment. "We beat the Temple of Doom!" Really unify the play experience, encourage everyone to play the same adventures.</p><p></p><p>WotC could have boxed adventures every few months (with new minis). Subscribe to DDI and you can download more adventures that make use of existing minis.</p><p></p><p>Sure, it wouldn't appeal to all gamers, but you might be able to hook the younger crowd. What are magic items if not really cool 'achievements'?</p><p></p><p></p><p>Addendum, just mulling thoughts about how to tweak the rules. A lot of people seem to be railing against:</p><p></p><p>* Option bloat. It works in video games because it only takes a few minutes to try a new option, but it's kinda pointless in a tabletop RPG. You don't need 800 powers and 800 magic items; 40 of each should be plenty.</p><p></p><p>* Fiddliness. Choices should feel significant. Granting an ally a +1 bonus to a single attack isn't significant, even if it is mathematically useful. Granting an ally a free attack, or an auto-crit, or a +2 bonus for the whole combat is more fun. Yes, it's more powerful, but you can be powerful and still be balanced. </p><p></p><p>* Magic. It's hard to get people to agree on how much magic they want, but the general complaint I see is that in 3e, all the cool magic was magic items. The 4e designers said 'no longer will cool magic be the purview of magic items,' but then, instead of giving that cool magic to PCs as class abilities, they just got rid of it. Bilbo had a ring of invisibility.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5180055, member: 63"] Hm, good point. I never saw D&D in Toys R Us as a kid, but I saw HeroQuest and its various supplements. We totally should have a D&D boxed set, maybe with a folding mat and dry erase markers, a DM rulebook (w/monsters), a PC rulebook, and a few minis. Plus nicely illustrated cards for your magic items, and the ability to log your character online. Not just 'build' your character, but record it. Give players a sense of accomplishment. "We beat the Temple of Doom!" Really unify the play experience, encourage everyone to play the same adventures. WotC could have boxed adventures every few months (with new minis). Subscribe to DDI and you can download more adventures that make use of existing minis. Sure, it wouldn't appeal to all gamers, but you might be able to hook the younger crowd. What are magic items if not really cool 'achievements'? Addendum, just mulling thoughts about how to tweak the rules. A lot of people seem to be railing against: * Option bloat. It works in video games because it only takes a few minutes to try a new option, but it's kinda pointless in a tabletop RPG. You don't need 800 powers and 800 magic items; 40 of each should be plenty. * Fiddliness. Choices should feel significant. Granting an ally a +1 bonus to a single attack isn't significant, even if it is mathematically useful. Granting an ally a free attack, or an auto-crit, or a +2 bonus for the whole combat is more fun. Yes, it's more powerful, but you can be powerful and still be balanced. * Magic. It's hard to get people to agree on how much magic they want, but the general complaint I see is that in 3e, all the cool magic was magic items. The 4e designers said 'no longer will cool magic be the purview of magic items,' but then, instead of giving that cool magic to PCs as class abilities, they just got rid of it. Bilbo had a ring of invisibility. [/QUOTE]
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