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Wizards of the Coast Backtracks on D&D Beyond and 2014 Content
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<blockquote data-quote="Oofta" data-source="post: 9445618" data-attributes="member: 6801845"><p>D&D 4E shared very little with every previous version of D&D other than mostly cosmetic trappings. They were trying to capitalize on the name brand. It didn't work and actually turned off some people. </p><p></p><p></p><p></p><p>It needed more time in development, perhaps simply smaller scope. Release something that only went up to level 10, which in general worked better in my experience without attempting to go to 30 in one shot. For many reasons such as the amount of errata, it was obvious the dev team wasn't given enough time. We know they were pushed to use the same basic powers structure for all classes which had been initially designed for just wizards and so on. Essentials gave us a lot more variety of play, but it was too late.</p><p></p><p>There were other aspects that just needed revision, but it goes back not enough development and testing time.</p><p></p><p></p><p></p><p>The rest of my list would also include too many books with things like intentionally providing only the chromatic dragons in the first MM and not the metallics. The book of the month club was just too much.</p><p></p><p>Last, but not least, digital tools should be a nice to have and not critical to success.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9445618, member: 6801845"] D&D 4E shared very little with every previous version of D&D other than mostly cosmetic trappings. They were trying to capitalize on the name brand. It didn't work and actually turned off some people. It needed more time in development, perhaps simply smaller scope. Release something that only went up to level 10, which in general worked better in my experience without attempting to go to 30 in one shot. For many reasons such as the amount of errata, it was obvious the dev team wasn't given enough time. We know they were pushed to use the same basic powers structure for all classes which had been initially designed for just wizards and so on. Essentials gave us a lot more variety of play, but it was too late. There were other aspects that just needed revision, but it goes back not enough development and testing time. The rest of my list would also include too many books with things like intentionally providing only the chromatic dragons in the first MM and not the metallics. The book of the month club was just too much. Last, but not least, digital tools should be a nice to have and not critical to success. [/QUOTE]
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