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Whats your dealbreaker for 5E?
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<blockquote data-quote="EvilDwarf" data-source="post: 6206930" data-attributes="member: 46843"><p>I've been more than hyped since the announcement and fell in love with packet 1. Since then, it's sort of been downhill. I'm pretty much open, and will buy just because it's D&D--but will my group play it? We're actually really digging 13th Age and Numenera right now. </p><p></p><p>But, I do have ONE deal breaker that would just make me put it down and walk away, like I did with 3 and 3.5 and more recently Pathfinder:</p><p></p><p>System Mastery</p><p></p><p>They absolutely must build me a game that allows quick and easy options, matched as closely as possible to the character concept I'd like to have (no way for the perfect match, but Backgrounds, etc. go a long way) without sub-optimal choices. </p><p></p><p>IMO, system complexity increases the likelihood of required system mastery. Lots of choices doesn't necessarily increase this likelihood. We can build an encounter table that allows us to build monsters from scratch that are X level in power--so I'm not seeing the mystery of doing the same with classes.</p><p></p><p>Design tip: build a solid core mechanic and, um, build on it. Do away with the idea that as you add options you need fiddly little sub-systems. Example: Advantage/Disadvantage. You can get a heck of a lot of mileage out of the simple little concept--have classes use this concept in different ways and circumstances and bingo! you're there. Takes care of fiddly bits like Saves, Extra Attacks, Skills bonuses, Racial Bonuses, Feats, Action Points, Reactions in Combat, Effects and Conditions, etc. Heck, maybe I'll invent a d20 system and call it d20 Advantage lol.</p><p></p><p>I'm also going to suggest the concept of <strong>Bounded Choices</strong>--options that let you reasonably customize that are all good choices. I am a role player whose group includes several big roll players. Our choices have to add fun things our characters can do but that don't make or break our characters.</p><p></p><p></p><p>So, System Mastery = Walking Away</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 6206930, member: 46843"] I've been more than hyped since the announcement and fell in love with packet 1. Since then, it's sort of been downhill. I'm pretty much open, and will buy just because it's D&D--but will my group play it? We're actually really digging 13th Age and Numenera right now. But, I do have ONE deal breaker that would just make me put it down and walk away, like I did with 3 and 3.5 and more recently Pathfinder: System Mastery They absolutely must build me a game that allows quick and easy options, matched as closely as possible to the character concept I'd like to have (no way for the perfect match, but Backgrounds, etc. go a long way) without sub-optimal choices. IMO, system complexity increases the likelihood of required system mastery. Lots of choices doesn't necessarily increase this likelihood. We can build an encounter table that allows us to build monsters from scratch that are X level in power--so I'm not seeing the mystery of doing the same with classes. Design tip: build a solid core mechanic and, um, build on it. Do away with the idea that as you add options you need fiddly little sub-systems. Example: Advantage/Disadvantage. You can get a heck of a lot of mileage out of the simple little concept--have classes use this concept in different ways and circumstances and bingo! you're there. Takes care of fiddly bits like Saves, Extra Attacks, Skills bonuses, Racial Bonuses, Feats, Action Points, Reactions in Combat, Effects and Conditions, etc. Heck, maybe I'll invent a d20 system and call it d20 Advantage lol. I'm also going to suggest the concept of [B]Bounded Choices[/B]--options that let you reasonably customize that are all good choices. I am a role player whose group includes several big roll players. Our choices have to add fun things our characters can do but that don't make or break our characters. So, System Mastery = Walking Away [/QUOTE]
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