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General Tabletop Discussion
*Dungeons & Dragons
When did you leave D&D? Why? For what game? And what brought you back?
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<blockquote data-quote="Shardstone" data-source="post: 9350690" data-attributes="member: 6807784"><p>For a long while I held a mindset not popular on r/rpg, which is hate for D&D because it crowds out room and space.</p><p></p><p>Then I got over that by realizing the rules are just one of many vehicles of expression and that for a table of friends, said rules become springboards, and it doesn't matter which rules you use so long as the people at the table are able to feel comfortable with such rules -- this comfortability itself being not just a result of the quality or ease of learning the rules, but how everyone's own unique brain interfaces with the information contained within.</p><p></p><p>And, making 5E classes is the most fun thing to design mechanically IMO. I have a lot of fun doing it. And all the mechanics I like from other games are pretty easy to port to 5E, it just takes effort and playtesting to streamline them so that they enhance the game, not make it feel clunky. So, being ultra-familiar with the 5E ruleset, I returned to it and began working on my upcoming book and have been happy ever since.</p><p></p><p>There are other games I play. I start a Spire campaign next Saturday. I'll be running Mythic Bastionland once I get the books. I've wrote and designed professionally for other games too, like Aether Nexus and Scion, but in the end, my own version of 5E is the game I prefer. It's the one that is the most stimulating for me to design player-facing content for, and one that I find is remarkably blank as a cavans yet comes with enough lines that I'm not totally starting from scratch.</p><p></p><p>I do not like the 2014 classes though. Fortunately, not only do I enjoy making new classes but there are many 3rd party and homebrew options out there that satisfy my needs. I also don't like how much effort it takes to design a 5E monster, but I've come to enjoy designing them in a maximalist way. Its all a work in progress.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9350690, member: 6807784"] For a long while I held a mindset not popular on r/rpg, which is hate for D&D because it crowds out room and space. Then I got over that by realizing the rules are just one of many vehicles of expression and that for a table of friends, said rules become springboards, and it doesn't matter which rules you use so long as the people at the table are able to feel comfortable with such rules -- this comfortability itself being not just a result of the quality or ease of learning the rules, but how everyone's own unique brain interfaces with the information contained within. And, making 5E classes is the most fun thing to design mechanically IMO. I have a lot of fun doing it. And all the mechanics I like from other games are pretty easy to port to 5E, it just takes effort and playtesting to streamline them so that they enhance the game, not make it feel clunky. So, being ultra-familiar with the 5E ruleset, I returned to it and began working on my upcoming book and have been happy ever since. There are other games I play. I start a Spire campaign next Saturday. I'll be running Mythic Bastionland once I get the books. I've wrote and designed professionally for other games too, like Aether Nexus and Scion, but in the end, my own version of 5E is the game I prefer. It's the one that is the most stimulating for me to design player-facing content for, and one that I find is remarkably blank as a cavans yet comes with enough lines that I'm not totally starting from scratch. I do not like the 2014 classes though. Fortunately, not only do I enjoy making new classes but there are many 3rd party and homebrew options out there that satisfy my needs. I also don't like how much effort it takes to design a 5E monster, but I've come to enjoy designing them in a maximalist way. Its all a work in progress. [/QUOTE]
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Community
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When did you leave D&D? Why? For what game? And what brought you back?
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