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What Do You Hope to See with 7e?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8766084" data-attributes="member: 6790260"><p>I'd like all of those things. Minions are inherently optional (no one has ever had a gun put to their head and been forced to deploy minions). I'd very much prefer healing surges, with an optional rule to stop using them if people really really dislike that mechanic. Monsters essentially already <em>have</em> defined roles, they're just kept secret, so yeah, I'd prefer to see that.</p><p></p><p>One thing I absolutely hope to see in "6e" but don't expect to: "Zero levels" or "novice levels" or whatever people wish to call them. I genuinely believe that well-designed, effective zero levels are the only way to bridge an otherwise impassable gap and to deliver a great experience for both veterans and newbies alike. If they are <em>legitimately</em> well-designed and clearly called out as a fun opt-in system for people who like high difficulty experiences, they would support the interests of long-term fans without driving away new folks who are unlikely to appreciate being forced into high-difficulty situations. (Yes, <em>Elden Ring</em> was popular: it also loses about 50% of its players by about the 2/3 to 3/4 point of the game, and only ~40% of Steam players have defeated Maliketh, the Black Blade, whom you <em>have</em> to defeat in order to complete the game. Difficulty can cause some very substantial player attrition, and D&D is hoping for long-term adoption.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8766084, member: 6790260"] I'd like all of those things. Minions are inherently optional (no one has ever had a gun put to their head and been forced to deploy minions). I'd very much prefer healing surges, with an optional rule to stop using them if people really really dislike that mechanic. Monsters essentially already [I]have[/I] defined roles, they're just kept secret, so yeah, I'd prefer to see that. One thing I absolutely hope to see in "6e" but don't expect to: "Zero levels" or "novice levels" or whatever people wish to call them. I genuinely believe that well-designed, effective zero levels are the only way to bridge an otherwise impassable gap and to deliver a great experience for both veterans and newbies alike. If they are [I]legitimately[/I] well-designed and clearly called out as a fun opt-in system for people who like high difficulty experiences, they would support the interests of long-term fans without driving away new folks who are unlikely to appreciate being forced into high-difficulty situations. (Yes, [I]Elden Ring[/I] was popular: it also loses about 50% of its players by about the 2/3 to 3/4 point of the game, and only ~40% of Steam players have defeated Maliketh, the Black Blade, whom you [I]have[/I] to defeat in order to complete the game. Difficulty can cause some very substantial player attrition, and D&D is hoping for long-term adoption.) [/QUOTE]
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