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What Would You Want from PF2?
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<blockquote data-quote="Tony Vargas" data-source="post: 7597131" data-attributes="member: 996"><p>I didn't catch that was your argument, and wasn't responding to it, but to the idea of balancing/differentiating fighter & rogue by making the former a defense specialist and the latter an offense specialist. In terms of the evolution of D&D and it's derivatives, that started with 3.0, AFAICT, and was most strongly supported by 4e, prior to Essentials.</p><p></p><p> How could an official version of D&D be irrelevant to that?</p><p></p><p>I also missed that point, too, but it sounds interesting. Shifted in what way, and how is that shift apparent? </p><p></p><p></p><p> I totally give 5e credit where it's due:</p><p></p><p> Returning players weren't WotC's fans, they were TSR's. New players starting with 5e weren't fans when 5e was being designed. So, yeah, it's a contrast, or, rather, a supplemental consideration. 5e design considered what would be accessible to potential new fans as well as what then-current fans were saying they wanted. It's a remarkable accomplishment, threading that needle between what makes a game appealing to new players and fun the first time you play it, and what makes it familiar, acceptable, and yet still engaging, to long-time players.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7597131, member: 996"] I didn't catch that was your argument, and wasn't responding to it, but to the idea of balancing/differentiating fighter & rogue by making the former a defense specialist and the latter an offense specialist. In terms of the evolution of D&D and it's derivatives, that started with 3.0, AFAICT, and was most strongly supported by 4e, prior to Essentials. How could an official version of D&D be irrelevant to that? I also missed that point, too, but it sounds interesting. Shifted in what way, and how is that shift apparent? I totally give 5e credit where it's due: Returning players weren't WotC's fans, they were TSR's. New players starting with 5e weren't fans when 5e was being designed. So, yeah, it's a contrast, or, rather, a supplemental consideration. 5e design considered what would be accessible to potential new fans as well as what then-current fans were saying they wanted. It's a remarkable accomplishment, threading that needle between what makes a game appealing to new players and fun the first time you play it, and what makes it familiar, acceptable, and yet still engaging, to long-time players. [/QUOTE]
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