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<blockquote data-quote="Ruin Explorer" data-source="post: 9255542" data-attributes="member: 18"><p>Exactly. This whole "5E is successful because of the rules!!!" thing is hilarious because if that's true 5E should have astonishingly, mind-blowingly well-designed rules to be wildly outperforming every previous edition by insane margins. Whereas in fact 5E's rules are, by TT RPGs standards, pretty okay. They're like 7 out of 10. They're accessible but far less accessible than most RPGs designed since 2010. They're flexible but far less flexible than an awful lot of RPGs and rules-sets. They're not bad, but the idea that their remarkable quality is why they succeeded basically 5x-10x more than previous editions and culture isn't acting as a multiplier here is just funny. It's not even worth arguing with because it's so transparently nonsensical!</p><p></p><p>The way the rules did play into things is that they're wildly more accessible, so they didn't actively block people from coming into the hobby or returning to the hobby. But even there they're like, not that accessible. D&D is still one of the harder RPGs to teach to new players in the grand scheme of things. I think part of the difficulty in seeing this is that we're mostly grogs and whilst 5E is towards the crunch-heavy end of things (again, about 7/10), we grew up with wildly more crunchy stuff, which was much harder to learn.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9255542, member: 18"] Exactly. This whole "5E is successful because of the rules!!!" thing is hilarious because if that's true 5E should have astonishingly, mind-blowingly well-designed rules to be wildly outperforming every previous edition by insane margins. Whereas in fact 5E's rules are, by TT RPGs standards, pretty okay. They're like 7 out of 10. They're accessible but far less accessible than most RPGs designed since 2010. They're flexible but far less flexible than an awful lot of RPGs and rules-sets. They're not bad, but the idea that their remarkable quality is why they succeeded basically 5x-10x more than previous editions and culture isn't acting as a multiplier here is just funny. It's not even worth arguing with because it's so transparently nonsensical! The way the rules did play into things is that they're wildly more accessible, so they didn't actively block people from coming into the hobby or returning to the hobby. But even there they're like, not that accessible. D&D is still one of the harder RPGs to teach to new players in the grand scheme of things. I think part of the difficulty in seeing this is that we're mostly grogs and whilst 5E is towards the crunch-heavy end of things (again, about 7/10), we grew up with wildly more crunchy stuff, which was much harder to learn. [/QUOTE]
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