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What is Quality?
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<blockquote data-quote="Oofta" data-source="post: 8645934" data-attributes="member: 6801845"><p>I've been busy and may not have seen it, but how do you define quality? I was trying to ask (and obviously failing) to start that question. I think quality for a product like D&D will always be subjective after a certain level of competence. I thought I explained what I was getting at in the first post. From a company perspective it's a quality product because it's commercially successful. For a lot of people it seems to be a quality product because they buy and play it.</p><p></p><p>For me personally? Well, I like the scope and feel of D&D. I'm not tied in to some predefined moral structure dictate like some superhero games where everyone has a secret identity and killing an enemy is the worst thing you can do. The settings and interactions, while perhaps not particularly realistic, are easy to visualize and imagine. For the style of games I enjoy, we can just decide as a group we're playing heroes and escape the gray and messy morality of the real world for a while. I like the creativity of DMing.</p><p></p><p>Specific to 5E</p><ul> <li data-xf-list-type="ul">Relatively clean and easy to understand rules.</li> <li data-xf-list-type="ul">Decent format and layout. I don't have the issues some others have with this, not even the DMG. </li> <li data-xf-list-type="ul">The artwork (other than halflings) is decent to good.</li> <li data-xf-list-type="ul">The classes feel different and feel like they can fill in different niches</li> <li data-xf-list-type="ul">I can do a dirt simple champion fighter and just turn off my brain or a while (perhaps focusing on RP) or play a wizard with a wide variety of options.</li> <li data-xf-list-type="ul">The classes and options are reasonably well balanced, it's a team game though not a competition.</li> <li data-xf-list-type="ul">As much as I enjoyed the technical tweaking of 3.x, I appreciate that in 5E it's more difficult to create a trash PC or an OP monster PC. </li> <li data-xf-list-type="ul">I've run games up to 20th level and it worked far better than previous editions, although attrition becomes a big part of it.</li> <li data-xf-list-type="ul">While combat slows down at times, it's typically because of over-analysis on the player's part, not because of the system.</li> <li data-xf-list-type="ul">When there are little things that bother me they're easy to tweak with simple 1 or 2 sentence house rules. Bows are versatile in my game for example.</li> <li data-xf-list-type="ul">While people I play with occasionally grumble about minor things (i.e. bonus action spells) for the most part we just have fun playing the game. The rules just work for us. If I wanted a more tactical/complex game there are options like Level Up that I could tack on.</li> </ul><p>Those are just some of the things off the top of my head but I have to go get ready for a game. Oh, and apparently move some rocks for my sister because my wife volunteered me as slave labor.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8645934, member: 6801845"] I've been busy and may not have seen it, but how do you define quality? I was trying to ask (and obviously failing) to start that question. I think quality for a product like D&D will always be subjective after a certain level of competence. I thought I explained what I was getting at in the first post. From a company perspective it's a quality product because it's commercially successful. For a lot of people it seems to be a quality product because they buy and play it. For me personally? Well, I like the scope and feel of D&D. I'm not tied in to some predefined moral structure dictate like some superhero games where everyone has a secret identity and killing an enemy is the worst thing you can do. The settings and interactions, while perhaps not particularly realistic, are easy to visualize and imagine. For the style of games I enjoy, we can just decide as a group we're playing heroes and escape the gray and messy morality of the real world for a while. I like the creativity of DMing. Specific to 5E [LIST] [*]Relatively clean and easy to understand rules. [*]Decent format and layout. I don't have the issues some others have with this, not even the DMG. [*]The artwork (other than halflings) is decent to good. [*]The classes feel different and feel like they can fill in different niches [*]I can do a dirt simple champion fighter and just turn off my brain or a while (perhaps focusing on RP) or play a wizard with a wide variety of options. [*]The classes and options are reasonably well balanced, it's a team game though not a competition. [*]As much as I enjoyed the technical tweaking of 3.x, I appreciate that in 5E it's more difficult to create a trash PC or an OP monster PC. [*]I've run games up to 20th level and it worked far better than previous editions, although attrition becomes a big part of it. [*]While combat slows down at times, it's typically because of over-analysis on the player's part, not because of the system. [*]When there are little things that bother me they're easy to tweak with simple 1 or 2 sentence house rules. Bows are versatile in my game for example. [*]While people I play with occasionally grumble about minor things (i.e. bonus action spells) for the most part we just have fun playing the game. The rules just work for us. If I wanted a more tactical/complex game there are options like Level Up that I could tack on. [/LIST] Those are just some of the things off the top of my head but I have to go get ready for a game. Oh, and apparently move some rocks for my sister because my wife volunteered me as slave labor. [/QUOTE]
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