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*Dungeons & Dragons
With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="Argyle King" data-source="post: 6010855" data-attributes="member: 58416"><p>I felt SCs could grind when the outcome was already mostly obvious and they devolved into rolling just for the sake of rolling. </p><p></p><p>In the context of monsters... yes, they did more damage, but they became even easier to kill than they already were. Their defenses got worse while the PCs simultaneously gained (via newer books) more offense via better feats; more powerful magic items; etc..</p><p></p><p></p><p></p><p>I do not expect 5E to be on the same level of modularity as GURPS. However, I did point to the Dungeon Fantasy line because it is a particular product line which is meant for a certain genre of game. It takes a modular system and distills it down into parts which are better suited for that genre/style.</p><p></p><p>That is where I feel 5E should be modular. I feel it should have the idea of what D&D means at the core, but then allow for modularity to fine tune the game and/or to better suit the different campaign settings. As I said in a few older posts, I expect something similar in build to GURPS Dungeon Fantasy, but with a few less steps toward modularity. I expect less steps in modularity because I understand there are certain aspects of the system which will need to be more concrete so as to have the core be D&D. After those less steps, I then expect some D20isms to be mixed in. I pointed to Dungeon Fantasy because -while it is not a d20 game nor D&D- I think it is an example of how you can take a modular game and still build it around a specific genre and/or style. I believe it is a model which the WoTC team could learn from. </p><p></p><p>Some of the comments about design ideals thus far have me somewhat worried that too much of a particular style is being bolted into the core; so much so that modularity will become a secondary goal. I do expect some particular things to be part of core so as to make the game 'feel like D&D,' but i believe making it too concrete without enough of a mind toward modularity will make it 'feel like D&D' for some parts of the D&D community more so than others. I'm of the impression that a design goal is for everyone to be able to accept the next edition as D&D; to heal a fractured fanbase.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6010855, member: 58416"] I felt SCs could grind when the outcome was already mostly obvious and they devolved into rolling just for the sake of rolling. In the context of monsters... yes, they did more damage, but they became even easier to kill than they already were. Their defenses got worse while the PCs simultaneously gained (via newer books) more offense via better feats; more powerful magic items; etc.. I do not expect 5E to be on the same level of modularity as GURPS. However, I did point to the Dungeon Fantasy line because it is a particular product line which is meant for a certain genre of game. It takes a modular system and distills it down into parts which are better suited for that genre/style. That is where I feel 5E should be modular. I feel it should have the idea of what D&D means at the core, but then allow for modularity to fine tune the game and/or to better suit the different campaign settings. As I said in a few older posts, I expect something similar in build to GURPS Dungeon Fantasy, but with a few less steps toward modularity. I expect less steps in modularity because I understand there are certain aspects of the system which will need to be more concrete so as to have the core be D&D. After those less steps, I then expect some D20isms to be mixed in. I pointed to Dungeon Fantasy because -while it is not a d20 game nor D&D- I think it is an example of how you can take a modular game and still build it around a specific genre and/or style. I believe it is a model which the WoTC team could learn from. Some of the comments about design ideals thus far have me somewhat worried that too much of a particular style is being bolted into the core; so much so that modularity will become a secondary goal. I do expect some particular things to be part of core so as to make the game 'feel like D&D,' but i believe making it too concrete without enough of a mind toward modularity will make it 'feel like D&D' for some parts of the D&D community more so than others. I'm of the impression that a design goal is for everyone to be able to accept the next edition as D&D; to heal a fractured fanbase. [/QUOTE]
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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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