Tony Vargas
Legend
Pass. This place uses up enough of my patience.Go say that on Boardgamegeek in the wargames forums!
Nod. But the reason for the game to favor one side - and for players to play that side anyway - is that said side lost, and it's 'simulating' that (on some level, I suppose).In all seriousness though, it is more a game than a simulation by any stretch.
Are there a lot of such with profound disadvantages? In chess for instance, white has a slight advantage, typically, for fairness, who plays white is random, a player who feels he's better than his opponent might offer to play white or even spot pieces, as a handicap.Instead, look at any asymmetrical game out there and question why anyone would want to play a side with any perceived disadvantage
I don't recall, ATM, if it was this thread, because there are several threads getting into this kind of navel-gazing at any time, but someone brought up playing an inferior class in 3.5, as an optimization exercise, and, yeah, that's valid, I've done it. Not to play an inferior PC, but for the fun of bringing an inferior class up into the same league as the rest of a less-powergamey part.
In boardgaming or wargaming, I suppose that'd make sense. 'Winning' an RPG can be more subtle than that. (It can also be pretty unsubtle, as in PvP, for instance, or the win-the-game-at-chargen attitude towards optimization, though I have to consider that kinda fringe, since it doesn't necessarily involve actually playing the game.) Some folks will say that the reward for 'winning an RPG' is continuing to play (ie, your character didn't die or otherwise become unable to continue - like getting extra lives in a video game), others will insist that there is no 'winning' at all, because it's a cooperative effort, there's collective success/failure, and individual contribution to that.I believe this mindset is more about preference and personality than a sweeping trend in 5e. Some people are more worried about losing or have a higher need for success however they define it compared to others.
In part, it was WotC taking over the franchise, and 3.x design being influenced by that 'rewards for mastery' aspect of M:tG play. Monty Cook came right out and said that.I think however it is more apparent in latter versions of D&D though has always been present in an attenuated form.
And, he noted that it'd already been there, all along, too.Monty Cook said:When we designed 3rd Edition D&D, people around Wizards of the Coast joked about the “lessons” we could learn from Magic: The Gathering, like making the rulebooks — or the rules themselves — collectible. (“Darn, I got another Cleave, I’m still looking for the ultra-rare Great Cleave.”)
But, in fact, we did take some cues from Magic. For example, Magic uses templating to great effect, and now D&D does too. (To be clear, in this instance, I don’t mean templates like “half-dragon,” so much as I mean the templating categories such as “fire spells” and “cold-using creatures,” then setting up rules for how they interact, so that ever contradictory rules for those things don’t arise again, as they did in previous editions.)
Magic also has a concept of “Timmy cards.” These are cards that look cool, but aren’t actually that great in the game. The purpose of such cards is to reward people for really mastering the game, and making players feel smart when they’ve figured out that one card is better than the other. While D&D doesn’t exactly do that, it is true that certain game choices are deliberately better than others.
Toughness, for example, has its uses, but in most cases it’s not the best choice of feat. If you can use martial weapons, a longsword is better than many other one-handed weapons. And so on — there are many other, far more intricate examples. (Arguably, this kind of thing has always existed in D&D. Mostly, we just made sure that we didn’t design it away — we wanted to reward mastery of the game.)
In 4e & 5e, they've designed some of it away, though. 4e with greater designed-in balance and more frequent errata to maintain it, 5e with greater reliance on DM judgement and simply far less material to 'master.'
That may have something to do with the shift you've noticed. The change you see in the world comes from a change in your own perspective.It is interesting to think about. As my group has gotten older we are more centrally located. All of us are into being effective, but take some risks with lower bonuses when it fleshes out a character.
Yes. It's very amenable to long, acrimonious conversations.I suspect this is more typical in groups than not, but I see more of the optimization secondary to the internet.
Oh, you'd be surprised. 'Realism' was a debate back in the day, and you'd've thought that the realism side lost that debate, but they regrouped in the early oughts as "simulationist" (as opposed to 'narrativist' or 'gamist') and there's a strong streak of that in the community, especially when it comes to tearing down something an individual doesn't like that happens to be solid, mechanically ("ARGH! too Gamist!").And in this case it is anything but simulationist. It is all fairie stories after all is said and done.