D&D 5E D&DN going down the wrong path for everyone.

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Then... why are you still here?

If it's impossible and you're sure you're right then why argue about it and try and convince other people? Why play the part of cursed Cassandra forever speaking true prophecy only to be ignored when you could be anywhere else doing anything else?
Crying "doom" adds nothing productive to the discussion. It just sets everyone against each other.
Is it just to be there so you can say you were right?

I choose to believe D&D Next won't fail. Because the alternative is D&D the RPG being shelved and forgotten, the game going away for future generations, while Pathfinder reigns supreme and unchallenged.
While I like both Pathfinder and Paizo, I don't feel the hobby is well served by only having a single voice. And I will miss D&D.

While a game that has different play styles might be "impossible" I choose to believe it is merely improbably, something hard to do well. And nothing worth doing is easy.

First I don't agree with you that 4e is some sort of failure or that it was 'rejected' in some way. I think the reactions were polarizing, but that doesn't mean I think that 4e had the problems you imagine. In fact WotC put out over 30 supplements in 5 years for 4e, that hardly sounds like a failed product to me! YOU didn't like it, that's a LOT DIFFERENT.

I can appreciate why Mike and Co would be very sensitive to the question of why some people had such an antagonistic reaction to 4e and wanting to avoid THAT. That is a HUGELY different thing than there are actually problems with the game or that it failed. I hear very different things than that personally. The point is A) Mike Mearls has every incentive to SAY that he can make a game that suites everyone, but he has offered neither an example nor a plan for such that sounds viable to most of us. B) He's got every incentive to try to find neutral ground, but he's actually failed to do that, whether because he isn't REALLY interested, or because he just doesn't know how/it is impossible. Frankly I think it is just impossible, and I'm not even close to alone in that opinion.

If DDN cannot incorporate, as an integral part of the game, the things that make 4e popular, then clearly there's a serious problem. You cannot honestly dispute that can you?
 

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Yes, I know most DM's do it. But what changes each DM makes is what varies and I have no delusions that the changes I've made to my game are changes the majority -or even a large minority- would make.
The game is NOT going to be what I want right out of the box. Period.
I will have to make changes. Period.
But I'm happy & confident the game will be designed around making it easy to make those changes and will have options provided that will make implementing those changes easy.
Great. I am not confident that things are headed in that direction. That's what this thread is about. You seem to take exception to that. What you're saying, over and over, is basically equivalent to "be quiet, every thing is fine." Which runs counter to the point of this thread. If you don't want to hear people complaining about what we don't like about Next, you're far better served not reading it than you are trying to convince the people who don't like it just how wrong we are. Because that's just silly.


That's not what I'm saying. In fact, it's close to the opposite of what I'm saying.

I know there are times I'm going to have to say "no, that option does not exist in my game." But I'm hoping the base game is simple enough that those times will be few and far between and I can say "yes, this option exists" much more often as well as "yes, that restriction doesn't exist".
It's funny though because you completely contradicted yourself, and I pointed that out.


Whoa. Wait. Hold up.

After giving me the gears in a particularly hostile way about how I'm supposedly asking for the default to match my particular play style, you go and demand the same.
Why is it okay for you yet bad for me?
The difference is that I'm not asking for my preferences to be the default, I'm just asking for them to be represented AT ALL. So far, they're not. While most of what you've said, despite a little bit of backpedaling, has amounted to, "if what you like isn't in the rules, make it up!" Which, as far as I'm concerned is what I've seen in Next so far, and thus my lack of enthusiasm for Next.

And you're mistaking my enthusiasm on the topic for hostility. Are you feeling hostile? I'm not.
 

B) He's got every incentive to try to find neutral ground, but he's actually failed to do that, whether because he isn't REALLY interested, or because he just doesn't know how/it is impossible. Frankly I think it is just impossible, and I'm not even close to alone in that opinion.

If it is impossible, don't we all share a certain culpability in making it so? By not accepting anything that is moving toward a neutral ground, aren't you helping make your assessment a self-fulfilling prophecy?
 

And you're mistaking my enthusiasm on the topic for hostility. Are you feeling hostile? I'm not.
I retract that statement.

I'm discussing things with a few other posters as well, and another one here is more heated. I erroneously forgot who I was replying to and for that I apologize.
 

err... I think that's only partially true at best, at least when speaking of "a game" in broad terms. Games like FATE let you set tone and genre at the start of play, to a very wide and strong degree. I think what you say is more true of agenda, since this is much harder to do with games that take a less narrative/story-side stance to the rules, and that is part of playstyle agenda. Even so, many people played Old-school D&D with wide variety of agendas and stances. (Still do, in fact.) So, to some extent, creating a game that has a strong (or tightly focused) tone, genre, or agenda, must be a design decision, not an inherent limitation of game design.
Well, there's some degree of flexibility in any game, of course. However FATE still has vast differences NO MATTER WHAT compared with say AD&D. It simply cannot accommodate the range of character power levels that D&D can for instance. Given that it is a very narrative agenda game with a heavy story focus it is also pretty hard to do things like dungeon crawls with it, etc. Sure, you can do SOME SORT of fantasy, but you couldn't even do what Dungeon World does with FATE, and that is still a far cry from classic D&D play. Perhaps there were more different qualities to enumerate there, but in any case you can see my point. You can't simply take a base set of rules and bend it to do whatever you want.

I think the problem there is that 4e's architecture is not very good at supporting a wide variety of tones and genres simultaneously. If 4e fans find that only 4e's structure can support their play, well then at least they've got 4e to fall back on, I guess.:erm: However, I don't see a way to start with that architecture and make it easily expandable to fit different playstyles. Since that's a big part of 5e's design goals, I don't see it happening. OTOH, the team may yet have something up their sleeves to recover some of that 4e feel for folks that want it. I think supporting 4e's tone is easily within the possibilities there, given what we've seen so far. (Some of 4e's other advantages....less so.)

I've heard this "4e is very rigid" argument before, but actually I turn it around. It seems to me that what is really quite rigid is pre-4e D&D, which seems capable of delivering fundamentally one type of game really well. It manages to struggle and be 'kit-bashed' as Jester put it into some other VERY similar forms, but I'd hardly call it a highly adaptable game. It uses some pretty well-used design patterns in some classic ways, but I'd note that rather few other games follow suite. If D&D was THAT flexible then why has it utterly failed to be a universal system? Obviously 3e eventually attained that, to a degree, but only after rather radical restructuring of a lot of D&D elements.

Clearly 4e, 3e, and AD&D all occupy somewhat overlapping zones, but I don't see where 4e is hard to adapt. In fact I've seen quite a few 4e adaptations, whereas I can remember almost no popular AD&D adaptations at all. 3e is a bit harder to judge since WotC hived off d20 and d20 Modern specifically. I would say though that one of the largest reasons why d20 itself has had as transitory an impact on games is again due to the difficulty of adapting an existing framework. d20 CoC, d20 Traveller, etc all existed, but none of them appear to have had a lot of appeal.

I think in terms of the rest of your comment that 4e wouldn't be a good place to start, I think it would be better than 2e/3e where they have started. Frankly I think it would work better as a base than previous editions have and only the fact that some people have talked themselves into a position where they can't any longer accept ANY 4e-isms at all is the issue. Personally? I don't feel a need to cater to them, and I think it is pretty hilarious the way they turn and twist to make it all about how their way is the only way it can be and then somehow need to ask my why I should be bothering to post since clearly they don't want to hear from me. lol.

If WotC can do the impossible and make DDN somehow work on a par with 4e great, I'll just go ahead and buy it. Its unlikely is all.
 

First I don't agree with you that 4e is some sort of failure or that it was 'rejected' in some way. I think the reactions were polarizing, but that doesn't mean I think that 4e had the problems you imagine. In fact WotC put out over 30 supplements in 5 years for 4e, that hardly sounds like a failed product to me! YOU didn't like it, that's a LOT DIFFERENT.
Actually, I'd argue that the 30 large supplements in 5 years was a big reason it did fail. Too much content too fast. They saturated the market and no one would buy the content.

I've done a blog post on why 4e failed. The solid majority of the reasons have nothing to do with the system itself.

Did it fail though? Well, I discuss that in my blog but they fired the man in charge of 4e (Bill Slavicsek) and decided to spent three years racking up debts and making a new edition rather than continue to publish 4e, so that's a bad sign. And the company lost its position as market leader to a company essentially dedicated to re-publishing an abandoned edition of the game.

Did I like 4e? I found it okay. It was adequate. I rather liked what they were doing with the later books post-Essentials.
I was initially rather anti-4e. Or rather, I was really supportive of the changes during the design but disappointing by the final product. Initially just by the pure combat focus and needless symmetry of the classes. As I played and ran the game I mellowed to some aspects but saw other problems more and more.
Still, even when running and playing it wasn't my preferred edition and did not let me tell the stories I wanted to tell. I always found myself compromising my adventures to accommodation the needs of the game. With well over two years of 4e experience under my belt I could probably do better, and have a better idea of the stories that would compliment the system. There are stories that 4e would have been good at telling, but they were never high on my list and my main group wholeheartedly rejected 4e so considering them was a moot point.

The point is A) Mike Mearls has every incentive to SAY that he can make a game that suits everyone, but he has offered neither an example nor a plan for such that sounds viable to most of us.
I don't think he can.
He's the manager of D&D (he's in charge of the entire brand but isn't technically the one making the game), but there's more than a couple levels of bureaucracy above him. What can and cannot be revealed is pretty heavily controlled and WotC as a company has a pretty serious problem with secrecy and control.

Plus I think they're still working on the details. They can't get into specifics because they haven't solidified yet because they're still tweaking the base game. They have ideas and know how it should work but they haven't actually written it enough to say for sure.

B) He's got every incentive to try to find neutral ground, but he's actually failed to do that, whether because he isn't REALLY interested, or because he just doesn't know how/it is impossible.
Clarke's first law states: When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong.

Given how totally and completely different d20 Modern felt from 3e or Gamma World felt from 4e, I say it is quite possible.

Frankly I think it is just impossible, and I'm not even close to alone in that opinion.
However you're also not even close to unanimous with that opinion.

Keep in mind the surveys. (I assume you're actually filling out the surveys and not just ranting on message boards that will never be read.)
They're reading the surveys. They can see how many people are happy and how many are upset. And they've stated they're willing to make major changes if as little as 10% of respondents are unhappy.

So there are a few likely options:
a) they're ignoring 4e fans outright
b) they're lying and don't care if people like the game
c) they're hoping when the tactical modules are released more 4e fans will be happy
d) the percentage of unhappy fans is smaller than 10%

Now, if the answer is a) or b) we're pretty much screwed. And so is 5e. But they'd have to be pretty silly to do that and risk killing a game they grew up playing and​ sacrifice their jobs (especially as jobs in the RPG industry might be hard to get if they're seen as the people who killed D&D).

C) is a possibility. I included it out of fairness. It's worrisome as it means they might be in for disappointment if the tactical module goes up like a lead balloon and is hated by ardent 4e fans. This is the most-likely bad scenario.
But it does mean the worst case scenario is a tactical module that doesn't appeal to a fraction of a fraction of the total audience.

The most likely scenario is d): people like 5e and the majority are satisfied with what they see or are optimistic about the game. Let's face it, forum goers are a pretty niche sampling of the audience and people complaining on message boards are not likely to be a representational sampling. Casual players or those content with what they're seeing are unlikely to spend their free hours ranting online. And, frankly, the majority of players will likely play whatever game is set before them.
While the surveys are likely skewed as well, favouring those who want to comment or are interested enough in the playtest to, well, playtest, there's a far better chance of an even sampling there than here.

If DDN cannot incorporate, as an integral part of the game, the things that make 4e popular, then clearly there's a serious problem. You cannot honestly dispute that can you?
Umm.... well... kinda.
I don't there's a single thing that you can point to and say "this makes 4e into 4e." Some might say AEDU powers. Others might say the focus on encounters as the core of combat. Others might point to tactical gameplay. Some might view the strong party roles as defining of 4e. And others still might say something like the Nentir Vale, Primordials, and dragonborn.

Some of those things are easier to integrate into 5e than others. They've already discussed a module that makes PC resources into Encounter resources. And there is the tactical module. Those two options together might satisfy a large percentage of 4e fans.

Will they satisfy every single 4e fan? No. But neither will they satisfy every 1e or 3e or PF fan. This is the gamble of 5e.
4e gambled that it could try and satisfy a large majority of 3e fans and make up for lost fans with new fans, such as MMO players. Instead, it satisfied a minority of 3e fans and an unsustainable number of new players.
5e is trying a very different tactic, focusing first on appealing to actual fans of the game rather than potential fans (read: theoretical fans). The alternative, the 4.5e, would be a huge mistake as; just like 3.5e, it would not pull in all 4e fans nor would it attract fans from previous editions. 4.5e would target a very, very niche audience. 5e at least has the change of attracting a larger audience.
 

If it is impossible, don't we all share a certain culpability in making it so? By not accepting anything that is moving toward a neutral ground, aren't you helping make your assessment a self-fulfilling prophecy?

Well, we might equally ask why the people who refused to even consider the possibility that 4e could be used in some fashion to do what they wanted are responsible. For instance Jester says he's HAPPY to hack on DDN to make it work how he wants, but he won't even consider that possibility with 4e or a game based on it. Sounds to me like there are some show stopper bombs being dropped there.

And I don't know why anyone would think that I'm "not accepting anything that is moving toward a neutral ground". I'd accept a DDN that did that, but you can barely name even one thing in DDN that faintly resembles 4e. Its an UTTERLY different game with almost diametrically apposed agenda and corresponding features. It even goes so far as to awkwardly avoid using virtually ANY 4e terminology. That's not 'neutral', that's in fact pretty much a big 'screw you 4e' from WotC. Sorry, but we get met halfway, that's all there is to it. There's no one thing that is an immutable demand on my side, but I have no interest in a game that is worse than the game I have now for what I like to play, it would make no sense to play it or buy it. I've got ZERO of what I want in DDN so far, that's what people don't seem to understand, nothing.
 

Well, there's some degree of flexibility in any game, of course. However FATE still has vast differences NO MATTER WHAT compared with say AD&D.

True enough. FATE starts from a different point, and serves a different agenda. However...

It simply cannot accommodate the range of character power levels that D&D can for instance.

Simply not true. Unless you mean in the LFQW version of power levels. In which case, you can do it, but it takes intentionally adding aspects to your game to do it.


Given that it is a very narrative agenda game with a heavy story focus it is also pretty hard to do things like dungeon crawls with it, etc.

Again, not true. Depending on your choice of aspects, FATE can be played with very little story focus (even though it will still approach things narratively). Dungeon Crawls will resolve differently, to be sure. FATE's default combat mechanics are very different from even old-school D&D. Nonetheless, people regularly use FATE for Dungeon Crawls, and methods of emulating certain features of old-school play are common topics on FATE lists.

Sure, you can do SOME SORT of fantasy, but you couldn't even do what Dungeon World does with FATE, and that is still a far cry from classic D&D play.

err....you can do almost any sort of fantasy with FATE, thanks to its narrative outlook. What you can't do (or is very hard to do) is a finely-detailed X's and O's tactical game, regardless of genre. Dungeon World is a brilliant game, and wonderfully suited to its purpose, but I'm not sure what does that FATE couldn't. Both approach role-play from a narrative perspective (Neither is good for X's and O's). The main difference (outside core die mechanisms) is that DW is fairly hard-coded for producing one particular type of experience/narrative. Honestly, that's neither good or bad, its just different.

Perhaps there were more different qualities to enumerate there, but in any case you can see my point. You can't simply take a base set of rules and bend it to do whatever you want.

I wasn't claiming that. I would claim that rules can be much more flexible than you seem to be giving them credit for. Making them tightly-focused in tone and color, and serving a singular creative agenda is a design choice, not an inherent property of rpg design.

I've heard this "4e is very rigid" argument before, but actually I turn it around. It seems to me that what is really quite rigid is pre-4e D&D, which seems capable of delivering fundamentally one type of game really well. It manages to struggle and be 'kit-bashed' as Jester put it into some other VERY similar forms, but I'd hardly call it a highly adaptable game. It uses some pretty well-used design patterns in some classic ways, but I'd note that rather few other games follow suite. If D&D was THAT flexible then why has it utterly failed to be a universal system? Obviously 3e eventually attained that, to a degree, but only after rather radical restructuring of a lot of D&D elements.

Clearly 4e, 3e, and AD&D all occupy somewhat overlapping zones, but I don't see where 4e is hard to adapt. In fact I've seen quite a few 4e adaptations, whereas I can remember almost no popular AD&D adaptations at all. 3e is a bit harder to judge since WotC hived off d20 and d20 Modern specifically. I would say though that one of the largest reasons why d20 itself has had as transitory an impact on games is again due to the difficulty of adapting an existing framework. d20 CoC, d20 Traveller, etc all existed, but none of them appear to have had a lot of appeal.

I think in terms of the rest of your comment that 4e wouldn't be a good place to start, I think it would be better than 2e/3e where they have started. Frankly I think it would work better as a base than previous editions have and only the fact that some people have talked themselves into a position where they can't any longer accept ANY 4e-isms at all is the issue. Personally? I don't feel a need to cater to them, and I think it is pretty hilarious the way they turn and twist to make it all about how their way is the only way it can be and then somehow need to ask my why I should be bothering to post since clearly they don't want to hear from me. lol.

There a plenty of folks (4e fans all) on this board who will expound for you how well and tightly 4e presents its tone, feel, and inherent narratives. I also think it does so successfully. The problem is that that tone and feel are scripted (to use the term loosely) into the powers, races, classes, and monsters as written (much like Dungeon World.) This isn't a failure at all, it is (AFAIK) what its designers intended. If you wanted to evoke a very different feel for the game, you'd need to do some significant re-writing. (I would suspect that the out-of-combat side is less this way.) Personally, I have found it very hard to give 4e a gritty (not the same as deadly) feel. A quick Google will reveal many threads on many rpg-boards with folks frustrated at trying to run a gritty game in 4e. Given the following comment, I don't think I'm alone in seeing 4e as rather tightly bound to a certain tone and feel:

"With fourth edition, there was a huge focus on mechanics. The story was still there, but a lot of our customers were having trouble getting to it. In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’ But there’s other ways to play guitar.” - Mike Mearls.

If you can't take the word of one of the dudes who designed the thing....well, I'm at a loss.

I'm not sure how "Even so, many people played Old-school D&D with wide variety of agendas and stances. (Still do, in fact.)" turned into "Old-School D&D would be a good basis for a universal rpg." That wasn't even close to the point I was heading at. Refuting the one has nothing to do with the other. Old-School D&D is where most of what we call creative agendas and stances were invented, even if they weren't well-understood or named. I'll agree that they are not all equally well-supported by the rules, but the point was that one set rules can serve different agendas. If anything, I think it requires a good deal of intent to make an rpg that only serves one creative agenda.
 

There's no one thing that is an immutable demand on my side, but I have no interest in a game that is worse than the game I have now for what I like to play, it would make no sense to play it or buy it. I've got ZERO of what I want in DDN so far, that's what people don't seem to understand, nothing.
Clearly, Mr. Alhazred, we are the ones having badwrongfun and must be Doing It Wrong and thus our discontent and butthurt reactions in this thread :p

Clearly we are less than a 10th percentile of survey respondents, so our opinions don't count for much.

Truthfully, I think the answer is closer to C. I believe that Mearls & co really do believe that their 'tactical module' is going to be the silver bullet that brings all the 4e fans into the fold of Next. I think he's in for a rude awakening, because I think it's a mistake to assume that by including per-encounter resource management and a tactical grid is the only thing that makes 4e, 4e. It's not, and only time will tell if all our kvetching is for naught, or not.
 

And I don't know why anyone would think that I'm "not accepting anything that is moving toward a neutral ground". I'd accept a DDN that did that, but you can barely name even one thing in DDN that faintly resembles 4e. Its an UTTERLY different game with almost diametrically apposed agenda and corresponding features. It even goes so far as to awkwardly avoid using virtually ANY 4e terminology. That's not 'neutral', that's in fact pretty much a big 'screw you 4e' from WotC. Sorry, but we get met halfway, that's all there is to it. There's no one thing that is an immutable demand on my side, but I have no interest in a game that is worse than the game I have now for what I like to play, it would make no sense to play it or buy it. I've got ZERO of what I want in DDN so far, that's what people don't seem to understand, nothing.

I think you may be staking out an unrealistic and untenable expectation.
Considering that there are multiple editions before 4e, I wouldn't expect you to get to the halfway mark. Maybe that's where your expectations are problematic. It's not everybody else vs 4e. They're trying to satisfy D&D (x3ish editions), AD&D 1e, AD&D 2e, D&D 3e, D&D 3.5e, D&D 4e. If that were arrayed out in a best fit plane, I don't think you'd be able to expect more than meeting about 1/8 in your direction. Now, of course there's a lot of overlap in those earlier editions, so maybe there actually is a bit of that everyone else vs 4e actually going on. But even so, they'll still have to consider balancing the optimal negotiating point around their best understanding of how the differing market segments are distributed.
 

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