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WotC Fireside Chat: Revised 2024 Player’s Handbook
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<blockquote data-quote="Kurotowa" data-source="post: 9328137" data-attributes="member: 27957"><p>I'll say it again. Early D&D filled a very different niche, one mostly taken over by video games these days. While I don't play MOBA games much, I move in adjacent enough circles to have picked up some of the terminology. And one of the major character niches in a MOBA is the "Carry".</p><p></p><p>A Carry starts off very weak but they have the best power advancement in the game. So if the rest of the team feeds them XP and loot in the early game, by the late game they've become the strongest member of the team. Initially the Carry is carried by their teammates, and when they're strong enough they carry the rest of their team to victory.</p><p></p><p>That's early edition Wizards in a nutshell. Early on they were super weak, with few HP and fewer spells. They also had the highest XP requirements to level, back when different classes had different level progression charts. But if the party carried one to high level they'd become like unto a demigod, the backbone of the team.</p><p></p><p>It's a model that worked when "Can I make a character that survives to high level?" was a major goal of the game. You ever notice how many mechanics there were that involve effectively resetting yourself to 1st level? That was so people could play again with the same character they were attached to after they'd "won" the game.</p><p></p><p>So much has changed since back then. People play in different ways and for different goals. But as you say, the legacy elements are a heavy weight that linger and distort the game. Would D&D be better if Wizards didn't have those lingering elements of exponential growth from when they were the Carry class? Almost certainly. But removing them is very hard, with how tradition bound so many players are.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 9328137, member: 27957"] I'll say it again. Early D&D filled a very different niche, one mostly taken over by video games these days. While I don't play MOBA games much, I move in adjacent enough circles to have picked up some of the terminology. And one of the major character niches in a MOBA is the "Carry". A Carry starts off very weak but they have the best power advancement in the game. So if the rest of the team feeds them XP and loot in the early game, by the late game they've become the strongest member of the team. Initially the Carry is carried by their teammates, and when they're strong enough they carry the rest of their team to victory. That's early edition Wizards in a nutshell. Early on they were super weak, with few HP and fewer spells. They also had the highest XP requirements to level, back when different classes had different level progression charts. But if the party carried one to high level they'd become like unto a demigod, the backbone of the team. It's a model that worked when "Can I make a character that survives to high level?" was a major goal of the game. You ever notice how many mechanics there were that involve effectively resetting yourself to 1st level? That was so people could play again with the same character they were attached to after they'd "won" the game. So much has changed since back then. People play in different ways and for different goals. But as you say, the legacy elements are a heavy weight that linger and distort the game. Would D&D be better if Wizards didn't have those lingering elements of exponential growth from when they were the Carry class? Almost certainly. But removing them is very hard, with how tradition bound so many players are. [/QUOTE]
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