Dear Jon, I notice there are 30 pages of material here, and, consequently, I'm going to assume this has already been addressed, however, I'd like to throw in my two cents as well: First, I just got done watching on YouTube your panel at GenCon, "The Future Look of D&D." Thank you for that panel and for the involvement of the community. I realize that the level of community involvement going into D&D Next is a huge endeavor and an added complication; but I think it has the great...
I notice there are 30 pages of material here, and, consequently, I'm going to assume this has already been addressed, however, I'd like to throw in my two cents as well:
First, I just got done watching on YouTube your panel at GenCon, "The Future Look of D&D." Thank you for that panel and for the involvement of the community. I realize that the level of community involvement going into D&D Next is a huge endeavor and an added complication; but I think it has the great potential to pay off, and pay off big - both for the company and the fans.
Second, my opinion on armor is largely similar to what you expressed in the panel: period, culturally and protectively appropriate (the last meaning that women get to wear REAL armor and not metal bikinis). That's great, and I love that direction. But, the concept art surrounding weapons concerned me. There were a lot that fell into the overly fantastical trap; they were neither functionally nor culturally appropriate. There is a certain amount of art to weaponsmithing, but it has always been more about function and NOT form. Simple, clean designs that aren't encumbering or unwieldy dominate for a reason: they're easier and faster to manufacture, especially in a time of need (a la war), and they allow greater proficiency during use. Also, though, I'd like to make sure that emphasis is placed in the culture, manufacture and design. These are three different, but related fields: what are the styles, line shapes, and minor artisanal accoutrements; what are the available materials and cultural proficiency in metallurgy (or stonework, etc.); and what type of weapons dominate due to combat and armor type (horseback, skirmish, large battlefield; chain, plate, lamellar) and what are the capabilities of their master craftsmen versus a village blacksmith. And, weight (though this is a detail issue). Almost every weapon listed in 3.5 was vastly heavier than real-world versions.
I notice there are 30 pages of material here, and, consequently, I'm going to assume this has already been addressed, however, I'd like to throw in my two cents as well:
First, I just got done watching on YouTube your panel at GenCon, "The Future Look of D&D." Thank you for that panel and for the involvement of the community. I realize that the level of community involvement going into D&D Next is a huge endeavor and an added complication; but I think it has the great...
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