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Why Must I Kludge My Combat?
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<blockquote data-quote="I'm A Banana" data-source="post: 5208201" data-attributes="member: 2067"><p>That's a great option for the big game geek with awesome players ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), but I don't think that's really true for 90% of the potential D&D/Tabletop Game Market.</p><p></p><p>They don't have other games to choose from. They don't have time or patience to learn them, and even if they do, the players often don't. </p><p></p><p>So, for <strong>D&D</strong>, I think scalability is ideal. The casual DMs without time or money to map out the grid who just want some Beer & Pretzels games or some interactive storytelling, or those who simply don't like or can't afford minis, shouldn't be excluded. In order to maximize the game's market, you need to be able to hit both the DM who has a case for his collection of hundreds of dollars worth of pewter figurines, and the DM who plays a game of point-a to point-b narrative with dice rolling because she once remembered having fun playing the game in high school. </p><p></p><p>But scalability is tough. If a choice has to be made, D&D should, I think, err on the side of those more casual DM's, with the option to go deeper for those of us more likely to buy every book, or minis set, or whatever. The casual DM's are a broader segment of the market, even if the hardcore players generate more reliable revenue. If you make the combat system as exception-based as the rest of your game (rather than so tightly integrated with class, race, powers, advancement, pacing, and overall game design), you should be able to add a skirmish system without breaking the core system. </p><p></p><p>Those who want to use a grid and minis will always be a much smaller niche than those who want to play D&D. Serving the smaller niche in, say, the DMGII with a solid skirmish system, would probably provide a lower barrier to entry for the game, as opposed to serving them in the core game, and basically ignoring those fully grown adults and image-conscious teenagers who don't want to buy plastic toys as a prerequisite to pretend to be an elf wizard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5208201, member: 2067"] That's a great option for the big game geek with awesome players ( ;) ), but I don't think that's really true for 90% of the potential D&D/Tabletop Game Market. They don't have other games to choose from. They don't have time or patience to learn them, and even if they do, the players often don't. So, for [B]D&D[/B], I think scalability is ideal. The casual DMs without time or money to map out the grid who just want some Beer & Pretzels games or some interactive storytelling, or those who simply don't like or can't afford minis, shouldn't be excluded. In order to maximize the game's market, you need to be able to hit both the DM who has a case for his collection of hundreds of dollars worth of pewter figurines, and the DM who plays a game of point-a to point-b narrative with dice rolling because she once remembered having fun playing the game in high school. But scalability is tough. If a choice has to be made, D&D should, I think, err on the side of those more casual DM's, with the option to go deeper for those of us more likely to buy every book, or minis set, or whatever. The casual DM's are a broader segment of the market, even if the hardcore players generate more reliable revenue. If you make the combat system as exception-based as the rest of your game (rather than so tightly integrated with class, race, powers, advancement, pacing, and overall game design), you should be able to add a skirmish system without breaking the core system. Those who want to use a grid and minis will always be a much smaller niche than those who want to play D&D. Serving the smaller niche in, say, the DMGII with a solid skirmish system, would probably provide a lower barrier to entry for the game, as opposed to serving them in the core game, and basically ignoring those fully grown adults and image-conscious teenagers who don't want to buy plastic toys as a prerequisite to pretend to be an elf wizard. ;) [/QUOTE]
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