Tony Vargas
Legend
That's exactly what the last L&L article did. It declared that there was one right way to play D&D - a certain 'crystal clear' number of rounds per adventuring day that the DM was going to have to enforce one way or another (with more or longer encounters).I think it can impose one play style and basically say that your play style is not the way we the designers feel you should play.
I think that 'feeling of being supported' varies. I feel a game supports a play style if I can play in that style without needing to change rules to avoid problems. When I hear someone objecting to the balanced approach 4e took as "not supporting" some play style, and ask for and actually get (which is rare) some clarification, it comes down to the system not rewarding that style over others.That was one big flaw of 4E to me that I felt it supported only a narrow margin of play styles.
I think 5e, which is supposed to 'support' many different styles, needs to avoid the latter sense of 'support.' 'Support' for a play style should not be rewarding that style disproportionately or punishing other styles - it should simply be allowing that style without needing to distort the game (mechanics or campaign).
While rules fixes are one way to 'support' multiple styles in the "reward" sense - one at a time, assuming DMs or groups willing to do the requisite re-design work - they don't support multiple styles at the same table or in organized play.I think the way to avoid this in 5E is to give options but also advice on how to tailor the rules to your play style.
An ideal solution might be a style-neutral 'core' that doesn't force or reward any style, and could be a fair basis for more open forms of organized play, /and/ a variety of modules and rules-adjustment advice to allow DMs to choose a style of play and encourage their players to adopt it using mechanical rewards and punishments.
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