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<blockquote data-quote="M.L. Martin" data-source="post: 5604023" data-attributes="member: 4086"><p>What if you got rid of the one thing that I think has really distorted the character creation process in 4E--the ability score modifiers to attack rolls? Score synergy becomes more an extra than an essential if it's only modifying damage rolls and rider effects. </p><p></p><p> On 5E in general, I like Jack Daniel's idea (it reminds me of one I proposed a couple years back <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) and agree with you on what the game probably should be. I think 3E made a mistake by building up the rules complexity and system mastery elements to such a degree that D&D became very difficult to use as a 'pick up game', and while 4E's backed off from that to a large extent, it's still got problems. Essentials is pretty good--clean up some of the details, remove the need for system mastery and build focus from the core game, and make the grid optional, and I think we'd be in pretty good shape for a baseline that could then be built off of for more complex games for those who want it.</p><p></p><p> One thing that I think makes 4E viable as a baseline for this kind of modular, multi-level design is the emphasis on keeping character sheets and monster writeups so self-contained. Move the 'forced movement' powers into 'C&T', put stuff that requires more careful DM adjudication into 'AD&D', put skill powers in 'S&P' and elaborate magic into 'Sp&M' and so forth, and I think you'd have a good setup.</p><p></p><p> The danger, of course, is the same thing that TSR risked in 2E's days--excessive division of the fanbase, especially with the insatiable demands for 'support'. However, I think that the division is a <em>fait accompli</em>, and WotC is better off trying to make material that's reasonably accessible and modifiable for all facets of the audience. Based on his recent L&L columns, Mearls seems to get this.</p></blockquote><p></p>
[QUOTE="M.L. Martin, post: 5604023, member: 4086"] What if you got rid of the one thing that I think has really distorted the character creation process in 4E--the ability score modifiers to attack rolls? Score synergy becomes more an extra than an essential if it's only modifying damage rolls and rider effects. On 5E in general, I like Jack Daniel's idea (it reminds me of one I proposed a couple years back :) ) and agree with you on what the game probably should be. I think 3E made a mistake by building up the rules complexity and system mastery elements to such a degree that D&D became very difficult to use as a 'pick up game', and while 4E's backed off from that to a large extent, it's still got problems. Essentials is pretty good--clean up some of the details, remove the need for system mastery and build focus from the core game, and make the grid optional, and I think we'd be in pretty good shape for a baseline that could then be built off of for more complex games for those who want it. One thing that I think makes 4E viable as a baseline for this kind of modular, multi-level design is the emphasis on keeping character sheets and monster writeups so self-contained. Move the 'forced movement' powers into 'C&T', put stuff that requires more careful DM adjudication into 'AD&D', put skill powers in 'S&P' and elaborate magic into 'Sp&M' and so forth, and I think you'd have a good setup. The danger, of course, is the same thing that TSR risked in 2E's days--excessive division of the fanbase, especially with the insatiable demands for 'support'. However, I think that the division is a [i]fait accompli[/i], and WotC is better off trying to make material that's reasonably accessible and modifiable for all facets of the audience. Based on his recent L&L columns, Mearls seems to get this. [/QUOTE]
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