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General Tabletop Discussion
*Pathfinder & Starfinder
Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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<blockquote data-quote="El Mahdi" data-source="post: 5828104" data-attributes="member: 59506"><p>I'm not sure what you've gleaned from the releases by Monte and company, but this is definitely <em>NOT</em> what they are doing...</p><p> </p><p></p><p> </p><p>Except for the looking to other systems part, the above is what WotC <em>is</em> doing. And even though they aren't <em>specifically</em> looking at other systems, Monte and company are obviously floating some ideas they have garnered while playing other games. A perfect example was the article on dice tricks. Using extra modifier dice is nothing new for TSR/WotC (Alternity), but dice pools have never been a part of D&D. I think there could be some interesting and innovative uses for them in D&D...and apparently Monte and company do too...</p><p> </p><p>They've said they are looking at all the best parts of all the editions. Trying to winnow that down to a simple yet inclusive core game (inclusive of all that is D&D), and then provide flexible tools and add-on modules to allow the core system to play as all of those different styles you mentioned.</p><p> </p><p>It's not like all those parts of different editions are just going to naturally link together. It's going to take a lot of modifying, and Yes: Innovation - in order to make it work.</p><p> </p><p>Now if what you're proposing is to completely disregard or not use any previous D&D mechanics, and only use new mechanics or mechanics from other systems, I think that would be phenomonally silly on WotC's part to do that.</p><p> </p><p>First of all, does anyone really think that at this point, there are really any <em>new</em> mechanics left to be discovered?</p><p> </p><p>Secondly, how can a game purposely made up of non-D&D mechanics ever <em>feel</em> like D&D?</p><p> </p><p>And Last, why in the world would anyone designing a new version of D&D <em>ignore</em> decades of D&D mechanical development, just in order to appear more progressive and innovative? Especially when in a lot of cases, those bits of D&D are exclusively availabe only to WotC... That wouldn't make any rational sense at all.</p><p> </p><p>They <em>are</em> looking for new ways to use old mechanics, ways to unify them into a new cohesive and innovative whole, and ways to incorporate past optional and fringe D&D mechanics and non-D&D mechanics as add-on modules to give D&D the versatility for use with any style of game play.</p><p> </p><p>How is that not <em>Innovation</em>?<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5828104, member: 59506"] I'm not sure what you've gleaned from the releases by Monte and company, but this is definitely [I]NOT[/I] what they are doing... Except for the looking to other systems part, the above is what WotC [I]is[/I] doing. And even though they aren't [I]specifically[/I] looking at other systems, Monte and company are obviously floating some ideas they have garnered while playing other games. A perfect example was the article on dice tricks. Using extra modifier dice is nothing new for TSR/WotC (Alternity), but dice pools have never been a part of D&D. I think there could be some interesting and innovative uses for them in D&D...and apparently Monte and company do too... They've said they are looking at all the best parts of all the editions. Trying to winnow that down to a simple yet inclusive core game (inclusive of all that is D&D), and then provide flexible tools and add-on modules to allow the core system to play as all of those different styles you mentioned. It's not like all those parts of different editions are just going to naturally link together. It's going to take a lot of modifying, and Yes: Innovation - in order to make it work. Now if what you're proposing is to completely disregard or not use any previous D&D mechanics, and only use new mechanics or mechanics from other systems, I think that would be phenomonally silly on WotC's part to do that. First of all, does anyone really think that at this point, there are really any [I]new[/I] mechanics left to be discovered? Secondly, how can a game purposely made up of non-D&D mechanics ever [I]feel[/I] like D&D? And Last, why in the world would anyone designing a new version of D&D [I]ignore[/I] decades of D&D mechanical development, just in order to appear more progressive and innovative? Especially when in a lot of cases, those bits of D&D are exclusively availabe only to WotC... That wouldn't make any rational sense at all. They [I]are[/I] looking for new ways to use old mechanics, ways to unify them into a new cohesive and innovative whole, and ways to incorporate past optional and fringe D&D mechanics and non-D&D mechanics as add-on modules to give D&D the versatility for use with any style of game play. How is that not [I]Innovation[/I]?:erm: [/QUOTE]
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Will trying to maintain legacy and the "feel" of D&D hurt innovation?
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