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What elements does D&D need to keep?
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<blockquote data-quote="Vaalingrade" data-source="post: 8230421" data-attributes="member: 82524"><p>That's kind of what I was talking about. In the groups I have experience with, who are admittedly all of a much newer generation of gaming, we're already there to get into the thick of things, because we expect to engage with the fiction and aren't being dissuaded by high lethality.</p><p></p><p>We also can pretty much anticipate leveling based on story beats. When we accomplish something important, we know we'll be levelng at the end of the session.</p><p></p><p>Difference of outlook and playstyle.</p><p></p><p></p><p>I'm a mix. I design a character to do certain things and support certain concepts, then adjust based on what comes up organically. I often have a specific action or roleplay set-piece the character is built to eventually achieve and go from there. Sometimes I get there, sometimes I don't. </p><p></p><p>I love over the top, larger than life characters. Subtle is for NPCs, IMO.</p><p></p><p>And that's why I like having lots of mechanical levers to fiddle with to get exactly the feel I want. I mean, I can obtain my level of zany without them, but I won't be happy just standing and swinging my sword and saying I'm doing something cool; I want to execute a feint, followed up with low sweep to put the chump on the ground, then dust them with a burst of flame from may palm.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8230421, member: 82524"] That's kind of what I was talking about. In the groups I have experience with, who are admittedly all of a much newer generation of gaming, we're already there to get into the thick of things, because we expect to engage with the fiction and aren't being dissuaded by high lethality. We also can pretty much anticipate leveling based on story beats. When we accomplish something important, we know we'll be levelng at the end of the session. Difference of outlook and playstyle. I'm a mix. I design a character to do certain things and support certain concepts, then adjust based on what comes up organically. I often have a specific action or roleplay set-piece the character is built to eventually achieve and go from there. Sometimes I get there, sometimes I don't. I love over the top, larger than life characters. Subtle is for NPCs, IMO. And that's why I like having lots of mechanical levers to fiddle with to get exactly the feel I want. I mean, I can obtain my level of zany without them, but I won't be happy just standing and swinging my sword and saying I'm doing something cool; I want to execute a feint, followed up with low sweep to put the chump on the ground, then dust them with a burst of flame from may palm. [/QUOTE]
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