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Why Don't We Simplify 5e?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8365026" data-attributes="member: 6988941"><p>So generally speaking I'm someone wanting more complexity in my 5e D&D, but I am presently in the midst of running games at a Summer arts camp for a bunch of 11-13 year olds and so I certainly have a different perspective at the moment. Having to share around 2 copies of the PHB between numerous kids I'll say that part of the reason that WotC will never produce all that simple of a game is that some needless complexity heavily incentivizes having your own copy of the PHB. For what play (in this context) ends up actually looking like (some ability checks while kids try out a game where they can try anything, and some very simple combats) I was just thinking today about how I could probably simplify the system down to just picking some skill bonuses and needing to hit enemies a certain number of times and it would play almost exactly the same for our needs.</p><p></p><p>That said, the "needless complexities" of character creation are the parts that many of these kids find most evocative and inspiring in deciding who their character is, and creating and playing characters in a shared creative storytelling experience (and inspiring creativity beyond that) is the point of the exercise.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8365026, member: 6988941"] So generally speaking I'm someone wanting more complexity in my 5e D&D, but I am presently in the midst of running games at a Summer arts camp for a bunch of 11-13 year olds and so I certainly have a different perspective at the moment. Having to share around 2 copies of the PHB between numerous kids I'll say that part of the reason that WotC will never produce all that simple of a game is that some needless complexity heavily incentivizes having your own copy of the PHB. For what play (in this context) ends up actually looking like (some ability checks while kids try out a game where they can try anything, and some very simple combats) I was just thinking today about how I could probably simplify the system down to just picking some skill bonuses and needing to hit enemies a certain number of times and it would play almost exactly the same for our needs. That said, the "needless complexities" of character creation are the parts that many of these kids find most evocative and inspiring in deciding who their character is, and creating and playing characters in a shared creative storytelling experience (and inspiring creativity beyond that) is the point of the exercise. [/QUOTE]
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Why Don't We Simplify 5e?
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