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12 months ago ::
Jun 19, 2012 - 9:41PM
#1
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Date Joined:
Sep 26, 2007
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Seriously D&D 5 from what I've seen seems to be moving backwards Nothing really all that new and improved about it.
The goal apears to be to take the game apart peacemail and put it back together to make the edition your already enjoying. I haven't really seen much that makes me just go wow thats a new thing I can't live without. That's what I'm going to need to make me buy.
Good new things are in there but nothings really just grabed me and said your current game sucks, and you need a new system like every other edition has.
I like the Idea of moving skills to backgrounds. I like the Idea of moving feats to themes. I like the Idea of Flatter math I like the Idea of advantage dissadvantage
but none of it Is really Jumping up and slapping me in the face. When 3rd edition came out I couldn't understand how I was ever happy with 2nd when 4th edition began developing I Stopped playing 3rd because the design Ideas I was hearing just constantly reminded me how much I disliked it. I'm just not getting that feeling looking at the new stuff.
I want to like this new edition I really do but I need something that exites me and so far it just all seems meh that would be ok.
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12 months ago ::
Jun 19, 2012 - 9:58PM
#2
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I agree completely. You are correct that the goal appears to stripping the game down to the fundamentals so you can buy additional modules to create the game you want. I really do not think this will work in practice in terms of uniting people who like different play styles at the same table, modules or not the PF /4e schism was more than just which mechanics they liked better, the systems represented entirely different attitudes towards how the game should be played and what the game should fundamentally be. No combinations of modules will allow people who disagree on those issue to play in the same game and its foolish to think otherwise.
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12 months ago ::
Jun 19, 2012 - 10:24PM
#3
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Date Joined:
Mar 22, 2008
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I agree completely. You are correct that the goal appears to stripping the game down to the fundamentals so you can buy additional modules to create the game you want. I really do not think this will work in practice in terms of uniting people who like different play styles at the same table, modules or not the PF /4e schism was more than just which mechanics they liked better, the systems represented entirely different attitudes towards how the game should be played and what the game should fundamentally be. No combinations of modules will allow people who disagree on those issue to play in the same game and its foolish to think otherwise.
So you go with the majority or find another game to play. Seriously, how is the above problem any different from a game with no modules that people at the game table disagree with? At least with modules you can tailor the game to the majority of the table and they can have more fun than if it wasn't tailored.
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12 months ago ::
Jun 19, 2012 - 10:26PM
#4
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Date Joined:
Nov 27, 2006
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I agree completely. You are correct that the goal appears to stripping the game down to the fundamentals so you can buy additional modules to create the game you want. I really do not think this will work in practice in terms of uniting people who like different play styles at the same table, modules or not the PF /4e schism was more than just which mechanics they liked better, the systems represented entirely different attitudes towards how the game should be played and what the game should fundamentally be. No combinations of modules will allow people who disagree on those issue to play in the same game and its foolish to think otherwise.
You are correct. But your actually missing the true goal.
See, while WoTC might talk about everyone being able to play together, that (even if it were possible) really doesn't matter. Because what they're really interested in doing is selling the game to all of us. They want the 4e players $. They want the 3x/PF players $. They want the OD&D/1e/2e players $. And they want the complete newcomers $ as well. Right now? All they have is the 4e players $. And maybe the newbies. And that's not working for them. So they have to design 1 product that can mimic 3-4 others depending upon what options you plug into it.
Will I buy it? I don't know. Depends upon how it turns out. But I am interested in watching it form....
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12 months ago ::
Jun 19, 2012 - 10:35PM
#5
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I agree completely. You are correct that the goal appears to stripping the game down to the fundamentals so you can buy additional modules to create the game you want. I really do not think this will work in practice in terms of uniting people who like different play styles at the same table, modules or not the PF /4e schism was more than just which mechanics they liked better, the systems represented entirely different attitudes towards how the game should be played and what the game should fundamentally be. No combinations of modules will allow people who disagree on those issue to play in the same game and its foolish to think otherwise.
So you go with the majority or find another game to play. Seriously, how is the above problem any different from a game with no modules that people at the game table disagree with? At least with modules you can tailor the game to the majority of the table and they can have more fun than if it wasn't tailored.
But what are the odds they will ceate a core system and modules that are truly as they claim modular that will preform superiorly for a groups tastes than something designed holistically for the same purpose? Speaking as an engineer that is very low, to me modularity means "Easy to manufacture" not "the best product for the end consumer".
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12 months ago ::
Jun 19, 2012 - 10:56PM
#6
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Date Joined:
May 25, 2012
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Depends on what you mean by "performance." Will DDN utterly change your rpg paradigm the way the OP seems to want? Not likely. But, then, that's not its design nor commercial purpose. Its stated design purpose is to provide a basic platform into which people can plug in their favorite mechanics or thematic elements. Even that goal isn't particularly new...2nd edition did something similar with its endless parade of expansions, gazeteers, and sub-games from Planescape to Spelljammer. The economic goal is to save the brand from extinction by mollifying enough edition warriors and bringing in enough new blood to justify Hasbro's investment.
That's it. Looking for some purpose outside of those goals is self-defeating.
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12 months ago ::
Jun 19, 2012 - 11:07PM
#7
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Date Joined:
Sep 26, 2007
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I just can't see how something like that can succeede It just seems like a lot of work to get to where we all already are.
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12 months ago ::
Jun 19, 2012 - 11:22PM
#8
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Date Joined:
Sep 21, 2007
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Ultimitely there were great things in 2E with the precurser for skills in the form of Non Weapon Proficiencies, 3E had some great levels of versatility for multiclassing and feats, 4E gave a levels of new gameplay with tactics, skill challenges and rituals.
I'm not intent on starting a war but there were issues with all these systems, 3E lost cohesion as it got into mid-late teen levels and became almost unusable( I managed to get a campaign to 27th level but most of it was with my own modifications), 2E had no multiclass (duel classing was insane and multiclass was non-humans only), 4E is for many a bit too buttoned down in what a player can do in a round, rituals seem too expensive and skill challenges are for some impossible to implement.
Wotc is trying to bring the elements that make each fo the different groups back into D&D whilst recognising what has come in that is getting in the way of fun and roleplay. They want to make money of course but this same arguement is petty and tiresome, lets face a fact....THEY ARE A BUSINESS, no different from Microsoft but just like with Microsoft do you have to go to Windows 7 immediately on it's release? No...of course not and many don't but that is a personal choice.
What I've seen so far has learnt on the issues of the previous(for the most part) and stripped down the unnecessary to what is required. Vancian was an issue due to characters not memorising spells that were needed for the adventure something that IMO has been dealt with by the Ritual option, spellcasters running out of spells has been partly addressed by At-Will spells( I'd like to see some spell that are defined as Encounter and refreshed after a short rest). Finally they are offering what options they are considering to the gaming audience (definitely not something that Bill Gates ever did) and allowing them to try and comment on their experience with the options, whether what they have gathered together is fun for players or too painful to be fun. If you've got something constructive to propose then crack on, playtest and make your comments.
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12 months ago ::
Jun 20, 2012 - 4:37AM
#9
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Date Joined:
Mar 14, 2009
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Hasbro/WotC would like to make D&D as succesfull in the table top rpg market as World of Warcraft is in its own market. They chose to do this by reducing the game to a few "common ground" elements and potentially adding modules for everything else, trying to convince everyone to buy the "same" game. Is this a good strategy for a RPG, today ? Are players still interested in "incomplete" systems asking for dozens of books ? Are players interested first in mechanics, or first by ideas ? Do we buy guided by "reason" or by "passion" ? Will a game designed to be "D&Dcally correct", shocking no former player of player, convince people to chose it over other because it is "neutral", or do we prefer to buy games that have us dream, games that inspire us ? Gamma world sold better than expected - not because it was consensual but because it "motivated" players with its world and the way it was implemented. As far as I know, the average player doesn't buy one product and all/much of its add-ons, but rather different products, with differents rules and worlds. Diversity of games rather than loyalty to one. Each product having its own "selling points", often contradictory from one game to another. Will DDN have enough "I want it!" value to interest buyers that are not members of the "D&D veterans and worshipers club" ? But maybe the goal is just to please this very exclusive club, not to seduce "outsiders".
I don't know if it will work or not - but the current strategy goes against everything I know of the RPG market. It will be interesting to observe.
Remember Tunnel Seventeen !
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12 months ago ::
Jun 20, 2012 - 7:15AM
#10
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Date Joined:
Mar 22, 2008
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I agree completely. You are correct that the goal appears to stripping the game down to the fundamentals so you can buy additional modules to create the game you want. I really do not think this will work in practice in terms of uniting people who like different play styles at the same table, modules or not the PF /4e schism was more than just which mechanics they liked better, the systems represented entirely different attitudes towards how the game should be played and what the game should fundamentally be. No combinations of modules will allow people who disagree on those issue to play in the same game and its foolish to think otherwise.
So you go with the majority or find another game to play. Seriously, how is the above problem any different from a game with no modules that people at the game table disagree with? At least with modules you can tailor the game to the majority of the table and they can have more fun than if it wasn't tailored.
But what are the odds they will ceate a core system and modules that are truly as they claim modular that will preform superiorly for a groups tastes than something designed holistically for the same purpose? Speaking as an engineer that is very low, to me modularity means "Easy to manufacture" not "the best product for the end consumer".
That's the million dollar question 
If it is done right, it will be an amazing game. If it isn't, it will be a load of trash. I'm not going to assume load of trash, though, and will just adopt a wait and see attitude watching closely as 5e developes.
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