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Will there be such a game as D&D Next?
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<blockquote data-quote="sheadunne" data-source="post: 6099755" data-attributes="member: 27570"><p>I should probably pipe in here since I made the comments and all. </p><p></p><p>First off, my preference is not open for debate, just as your preference is also not open for debate. It is also not based on whimsy. I have disliked encounter based resources since 3x TOB* into 4e. The concept ruins my immersion in the game, when it comes to its use in combat (in another thread I mentioned that I would probably enjoy encounter-based resources for skills use, especially outside of combat). </p><p></p><p>Why? See above. "The concept ruins my immersion in the game." When I gave an example (and I could give a million if you'd like) that I couldn't reconcile the mechanic in my brain, it was somehow perceived that I needed convincing. I don't by the way. I have had seven years to reconcile encounter-based powers in combat and I think that's long enough to say I don't like them and not have it questioned. </p><p></p><p>This isn't a reflection of whether encounter-based combat design is good or bad. I don't like cake, but that doesn't mean cake doesn't taste good to a vast number of people.</p><p></p><p>Now that encounter-based design is off the table, we can discuss whatever you like, just as if you don't enjoy daily-based design, let's take that off the table as well. I think we can all reasonably assume that we know why we don't like something and can move on to discuss what we do like. Let's not waste time trying to convince someone else that our method is better than their method for achieving X, Y, Z. As my old math teacher used to say, "There's more than one way to skin a cat." If you don't like the mechanic of rolling a d20, let's take it off the table and discuss how we can use a d100 to achieve the same results. </p><p></p><p>The attempt to dissect someone's preferences into play-styles also doesn't work for me. I enjoy multiple play styles but that doesn't mean I enjoy mechanics associated with them, and especially not in a game like D&D which comes with 30 years of emotional baggage for me. Warts and all D&D must feel like D&D in all its clumsy awkwardness. The jagged edges of imperfection have a great appeal to me and I want to feel like an amateur game designer every time I pick up the game. I most certainly don't want to have it reinvented, yet again. Strip it down to its core and rebuild it in waves of flavor that capture of emotional investment of each edition. Which in many ways is what I see 5e doing (at least some of the time).</p><p></p><p>*which is a shame, because I really loved stances in TOB. If they had designed 4e around stances instead of maneuvers, I would have been a happy camper. In fact, I'm off now to see how that might have looked. Fog Cloud stance, Fire Ball stance, Magic Missile Stance, Two-Weapon Fighting Stance. Stances for everyone! <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=":)" /></p></blockquote><p></p>
[QUOTE="sheadunne, post: 6099755, member: 27570"] I should probably pipe in here since I made the comments and all. First off, my preference is not open for debate, just as your preference is also not open for debate. It is also not based on whimsy. I have disliked encounter based resources since 3x TOB* into 4e. The concept ruins my immersion in the game, when it comes to its use in combat (in another thread I mentioned that I would probably enjoy encounter-based resources for skills use, especially outside of combat). Why? See above. "The concept ruins my immersion in the game." When I gave an example (and I could give a million if you'd like) that I couldn't reconcile the mechanic in my brain, it was somehow perceived that I needed convincing. I don't by the way. I have had seven years to reconcile encounter-based powers in combat and I think that's long enough to say I don't like them and not have it questioned. This isn't a reflection of whether encounter-based combat design is good or bad. I don't like cake, but that doesn't mean cake doesn't taste good to a vast number of people. Now that encounter-based design is off the table, we can discuss whatever you like, just as if you don't enjoy daily-based design, let's take that off the table as well. I think we can all reasonably assume that we know why we don't like something and can move on to discuss what we do like. Let's not waste time trying to convince someone else that our method is better than their method for achieving X, Y, Z. As my old math teacher used to say, "There's more than one way to skin a cat." If you don't like the mechanic of rolling a d20, let's take it off the table and discuss how we can use a d100 to achieve the same results. The attempt to dissect someone's preferences into play-styles also doesn't work for me. I enjoy multiple play styles but that doesn't mean I enjoy mechanics associated with them, and especially not in a game like D&D which comes with 30 years of emotional baggage for me. Warts and all D&D must feel like D&D in all its clumsy awkwardness. The jagged edges of imperfection have a great appeal to me and I want to feel like an amateur game designer every time I pick up the game. I most certainly don't want to have it reinvented, yet again. Strip it down to its core and rebuild it in waves of flavor that capture of emotional investment of each edition. Which in many ways is what I see 5e doing (at least some of the time). *which is a shame, because I really loved stances in TOB. If they had designed 4e around stances instead of maneuvers, I would have been a happy camper. In fact, I'm off now to see how that might have looked. Fog Cloud stance, Fire Ball stance, Magic Missile Stance, Two-Weapon Fighting Stance. Stances for everyone! :) [/QUOTE]
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