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D&D 5E I think we can safely say that 5E is a success, but will it lead to a new Golden Era?

Siberys

Adventurer
No but if all of the problems you have are all things that every single edition has shared... maybe, just maybe you really want to play a different game. We aren't talking a problem with a single D&D-ism

That doesn't follow. It's possible to like something but dislike aspects of it. I like pizza, but I don't like olives. If I get pizza with olives on it, I'll pick 'em off. Those olives don't necessarily ruin the pizza for me. But if I have a say in the ordering of a pizza, I'll try to get it such that there are no olives.

In the same vein, I like playing D&D, but I don't like Experience Points or Alignments. So I just don't use them. But with a new edition, is it really that odd for me to campaign for their removal?

That's an imperfect analogy, admittedly. What I'm trying to say is that it's not inconsistent to like D&D but dislike a large number of their legacy choices.
 

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Tony Vargas

Legend
Not if the previous non-"sedate" marketing push rubbed alot of people the wrong way... it would seem like a calculated action to avoid the consequences with this release...
Exactly. That's a move to mitigate damage and consolidate, not the kind of thing that has a shot at delivering unprecedented growth. If they were, again struggling to meet unrealistic targets, they'd have to try something more risky.


I find it a little ironic that a poster needs to provide proof if he/she states 4e is a failure but you've made all kinds of claims as to the inner workings of WotC, goals for 5e, what the designer's thought processes were, etc. and none of these assertions should require proof...
Have you been reading L&L for the last couple of years, Mearls shares all sorts of thought-processes and goals. Yeah, D&D is actively trying to feel like it used to. Yes, it's supposed to be trying to appeal to a broader range of style. These aren't secret 'inner workings.'
 

Imaro

Legend
That's an imperfect analogy, admittedly. What I'm trying to say is that it's not inconsistent to like D&D but dislike a large number of their legacy choices.

I'm not saying it's inconsistent... I'm asking at what point would a game more suited to what you like be the answer as opposed to trying to force the changing of many of the things others like about D&D?
 

Imaro

Legend
Exactly. That's a move to mitigate damage and consolidate, not the kind of thing that has a shot at delivering unprecedented growth. If they were, again struggling to meet unrealistic targets, they'd have to try something more risky.

No... you're assuming what the result is... if the marketing resonates with people better it's a move to grow consumers... especially if data has shown non-sedate marketing made you loose consumers. The fact is neither one of us knows what the previous marketing did to the fan base only WotC and I tend to believe their actions now are damage control for mistakes with the last edition... which by necessity means mitigating damage but doesn't in and of itself preclude a goal of more revenue than the previous edition.


Have you been reading L&L for the last couple of years, Mearls shares all sorts of thought-processes and goals. Yeah, D&D is actively trying to feel like it used to. Yes, it's supposed to be trying to appeal to a broader range of style. These aren't secret 'inner workings.'

Did he share their profit goals? Did he share the why's of their approach to marketing? These are the types of things you keep stating as fact and that I've asked you for proof of...
 

Because all those things are minor. Borderline houserule category. And in case of bounded accuracy, the benefit they give to the game is dubious. I'm of the opinion that bounded accuracy can be good, if done right - but you need to make sure competence and difficulty expand horizontally instead, not just cut the numbers down to size and leave it at that. Advantage/Disadvantage, like I said, are one of their few actually decent ideas, if underused - but it's hardly revolutionary, is it?

Character generation is far more streamlined in 5E than in 3.x. or 4E. No lists of powers of feats to parse. No skill points to spend. Pick a race, class, sub-class (skip if playing basic), and background. Done.

I'd call that an improvement in terms of making it more accessible to new and casual players. And that seems to be the thrust of 5E - make it easier to get into than the last couple editions. So improvements should judged by that metric, rather than innovation for the sake of innovation.
 

Morty

First Post
I'm frankly getting tired of "you just don't want D&D, go play something else" arguments, so I think I'm going to address actual rebuttals to my ideas.

Aside from some slight wonkiness when they might apply to both attacks & saves (and thus need to be inverted), what's the problem?

It's mostly that I think they ought to stack - not infinitely, since that way lies madness, but this way two sources of advantage/disadvantage won't boil down to re-rolling only once anyway.

No, consolidating bonuses and keeping them from stacking isn't that different from Combat Advantage, but, it is an elegant little mechanic. How more broadly do you think it could apply, and what do you mean by 'expanding horizontally?'

What I mean is, bounded accuracy is good in principle - 3e shows us that letting flat numerical bonuses run rampant results in a big mess. Exalted shows us how it applies to a different method of rolling. So that's great. But what I think should follow from bounded accuracy is expressing increasing competence with new abilities that let you do something new instead of just numbers. Look at the fighting style choices - the Protector style lets you do something you otherwise couldn't, lacklustre as it is. The others just give you small numbers.

You have a point there. The Fighter is virtually the whole 'martial source' all on it's own (arguably the Rogue could be, as well, but the two really seem to be designed as if non-combat skill were antithetical to martial skill), and with few tools to cover all that conceptual space, true. And, the Arcane are divided into marginally-distinct Sorcerers, Warlocks and Wizards, each with multiple sub-classes of it's own, covering that 'source' in much greater detail.

Exactly. It's not D&D without classes, that much we can all agree on. If you can't say "I'm a level 10 Dwarf Cleric", it's not D&D. But a class-based system needs to be thought through to make the most use of whatever classes are decided on.

A big difference between a Class like the Paladin or sub-class like Eldtritch Knight and a multi-class Fighter/Cleric or Fighter/Wizard is that the latter are available only at the option of the DM. Multi-classing isn't automatically available in the standard game.

There are obviously other differences, like MCing is a lot more flexible in the balance you want between the classes you're combining, you can be mostly Wizard and just a bit fighter, instead of mostly fighter, like the Eldritch Knight, for instance.

I'll admit, I think that buffet-style multi-classing just isn't a terribly good idea. Sub-classes, hybrid classes and feats that give you a measure of ability from a different power source are a much better way... as long as it's all consistent.

Efficient? You could say a lot about hps & AC, but inefficient doesn't exactly spring to mind - they constitute a very abstract, quick way of resolving attacks & damage and modeling the 'plot armor' so common in genre.

Maybe it wasn't the best word, I suppose. What I mean is, HP and AC are flat and don't offer much beyond 'roll over AC, roll for damage'. There's just not a lot of room for a fun and engaging combat here.

That's part of the disparity between casters and lesser mortals. The way daily powers are distributed and valued is another. D&D has tended to over-reward specialization, and over-compensate for limited uses, both with excessive relative power. In 2e, in particular, fighter benefited from being over-rewarded in terms of DPR for specializing in one weapon (such as a bow or matched pair of weapons for TWFing). The 5e fighter harkens back to that level of damage focus, though exactly what it's being overcompensated for isn't clear - perhaps, indeed, for the complete lack of flexibility relative to casters. But, then, when the numbers have been run, it seems casters are also getting a whole lot of damage potential. :shrug:

I tend to conclude that balance just isn't a priority this time around.

And balance is not what I'm talking about. It's an over-used term, anyway. It's about empowerment, variety and interaction with the system. All a fighter can do is interact with the rules the same way every round, regardless of their combat method - they deal damage. The Battlemaster provides a smattering of variety. A rogue uses the same skills everyone uses, only with better numbers, and deals damage in a somewhat different way than a fighter or barbarian. Meanwhile, a wizard or cleric would increase in power even if you stripped all their class features and numerical increases, simply because they get new spells.

Character generation is far more streamlined in 5E than in 3.x. or 4E. No lists of powers of feats to parse. No skill points to spend. Pick a race, class, sub-class (skip if playing basic), and background. Done.

I'd call that an improvement in terms of making it more accessible to new and casual players. And that seems to be the thrust of 5E - make it easier to get into than the last couple editions. So improvements should judged by that metric, rather than innovation for the sake of innovation.

Spell-casters still need to dig through pages of spells. Anyway, ease of use and introduction is a fine goal, I just can't see much merit in making it the first and foremost goal everything else is sacrificed for.
 

Curmudjinn

Explorer
Character generation is far more streamlined in 5E than in 3.x. or 4E. No lists of powers of feats to parse. No skill points to spend. Pick a race, class, sub-class (skip if playing basic), and background. Done.

I'd call that an improvement in terms of making it more accessible to new and casual players. And that seems to be the thrust of 5E - make it easier to get into than the last couple editions. So improvements should judged by that metric, rather than innovation for the sake of innovation.

3rd edition definitely took the longest for character creation, especially if you owned a few splatbooks. I think that is why people have shied away from the OSR-style of prompt and often character death, due to that longterm creation process. AD&D2e could get likewise carried away with consulting randomly located tables across multiple books, unless in either edition you placed the same handful of characters and remembered their layouts.
Original, BECMI, AD&D1e and 5th have had some pretty speedy character creation for me, and I've also been a lot less stressed by repeat character creation due to the ease of it in those editions.
 

Morty

First Post
Since it all kind of shifted towards a discussion of 5e's merits... I think what emerges from it all is that 5e is highly unlikely to make any sort of big impact on the industry, because 'rocking the boat', for better or worse, is directly opposite to its design goals. Although I'm curious about how it'll fare in competition with Pathfinder.
 

Curmudjinn

Explorer
It's mostly that I think they ought to stack - not infinitely, since that way lies madness, but this way two sources of advantage/disadvantage won't boil down to re-rolling only once anyway.

I neat house-rule to try could be to allow advantage up to the ability modifier for whichever ability score is being referenced in the roll. Strength of 16? Roll 3d20.
Disadvantage could be static(with negative stat adjustments, etc) or based off of an enemy ability modifier, if it pertains to the current roll.

Just an idea. I like that they are making things relatively easy to modify as I see fit. No system I have ever played has stayed RAW in my tabletop games. There are always house-rules. The less complicated the core rules are, the easier it is to incorporate those house-rules without breaking the game in unknown ways.
 

Tony Vargas

Legend
Again, you're talking from the perspective of someone for whom the 4E approach worked. There were lots of folks that just didn't take to it. So what you're saying is true, of course, but so is the experience of those that found it dissociative. I think the difference isn't as much one group being right and the other wrong, but more akin to cognitive or even learning styles. Some people think in a way for 4E works well, while others don't. I'm not prepared to make a value judgment about it, but instead stick to "different."
I get that you're trying to take an agree-to-disagree approach, here, and, on a purely subjective level, that's fine. If, however, we get to the level of actual qualities of the game, though, it's not fine. The 'dissociative' bugaboo is one of those. There is no working definition ever put forth for a 'dissociative mechanic' that doesn't either fail to apply to the 4e mechanics it's stuck to, or apply equally to many mechanics in other editions the label-appliers claim aren't dissociative. It's just not a real quality that game mechanics have. It may be a descriptor for a real subjective experience, but that's about it.

The point I was responding to about tactics in 4e, however, had nothing to do with perspective or subjective experience of the game, though. You claimed that 'tactical mastery' of 4e created a gulf between the masterful and casual player comparable to that created by 'system mastery' in 3e. That is not true. The reward for tactical mastery, like that for system mastery, is relatively small. There is depth there to explore, in both cases, but the rewards are not disproportionate.

Perhaps you are right, but the thing is that most people I know learned to play AD&D in a more theater of mind approach, hand waving or outright ignoring a lot of the 1E stuff.
We can't know how other people may have played the game outside our personal experience. Maybe some others did as you suggest - IMX, it was certainly /very/ common to mod the game, even if it was mostly things like spell points or boosting 1st level hps or adopting Len Lakofka's d10 iniitiative, rather than ignoring all the rules on range/area/movement and playing without minis.

Perhaps that is part of the appeal of 5E: the rules are closer to how people played 1E than how Gary actually wrote it
That stikes me as kinda bizarre. 1e was, ultimately, I suppose, a lot of rules thrown at you, and you caught some of 'em and let others drop. 5e does seem to be consciously using a similar approach. It keeps /saying/ it's 'modularity' but that's certainly not what the word means to me, though, while sloppy by comparison, the results could end up comparable. :shrug:

Again, we're talking about perspectives not what is factual or not (if for no other reason that our facts are always colored by perspective). Anyhow, I agree that 1st or 3rd person is a matter of style, but my point is that the 4E mechanics seemed to encourage, or at least imply, a greater separation between the player and the character, with the player being the controller and the character being a kind of avatar or game piece. This is why, I think, many felt that 4E was more dissociative and that 4E combat seemed more tactical than prior versions.
It funny how you preface a claim about what the game did, with an acknowledgement that you're not talking about what the game did, at all, but how it was perceived. I would like to talk about what's factual, and the game is there in black & white. If you compare say 1e & 4e, you find two games that are very much games, and very, very abstract. Nothing about them encourages any sort of deep immersion - Mazes & Monsters hysteria notwithstanding.

If you could get a deep, immersive experience out of a version of D&D, you could as easily get it out of any version of D&D.



Welll again, there are reasons that WotC pulled the plug on 3E and 4E when they did, which are probably almost entirely financial. You say that "4E was too early, 5E ridiculously so" but that is presumably only from the perspective of adherents of said edition. Clearly WotC felt otherwise.
No, that's in comparison to past edition life-cycles. TSR continued to publish 0D&D for years after starting Basic & Advanced, so, while it was superceded fairly early, it was supported for over a decade. AD&D 1e ran from 1977 or 79 (depending on whether you start the clock with the first or last book of the definitive core 3) through 1989, BECMI/RC from 77 through 92, and 2e from 89 to 2000. Even treating 3.0 and 3.5 as a single edition, in only ran 8 years. That's less than a decade or more. Not opinion, not perspective, simple arithmetic. "Rediculously," I'll admit is highly qualitative. But, 4e & Essentials, together, were published for only about 4 years, and 5e came out only 6 years after 4e, giving it not even half the run of other eds.

So, yes, when you made the point that 4e an 5e were early, it is a very valid, and quite factual point.

Maybe, although a bit overstated and perhaps one-sided, as someone noted ("Two to tango"). I mean, it is also probably true that the absence of edition warring means that there is less unhappiness with the new edition.
For 4e fans, the provocation presented by 5e is, if anything, more extreme than that presented in 2008. The new rev is rolling even earlier, it is just as huge a change from the old one, the old edition is not just being disparaged with the appearance of the new, but had been for a long time

The comparative lack of edition waring this time around says something about the differences among fans of the various editions.


I think this is exactly what WotC did with 5E - in a way it tried to create the "renaissance edition" of traditional D&D - a classic feeling but with modernized mechanics and presentation. As the oldest and flagship RPG, this seems like a good choice
It's a very safe or conservative choice. But, really, it's rather like trying to launch the renaissance in 1800.

D&D, as the oldest and flagship RPG, probably shouldn't be too innovative, too exotic.
As the oldest, sure. As the flagship and industry leader, OTOH, progress is important - maybe not radical innovation, that can be left to the little guys, but adopting innovations as they prove themselves.

The corrolary is that for people wanting exotic or innovative takes on gaming, maybe D&D isn't the right choice.
And that's just another proprietary, play D&D the OneTrueWay or get out, dismissal. You were doing so well, too.

I'm frankly getting tired of "you just don't want D&D, go play something else" arguments, so I think I'm going to address actual rebuttals to my ideas.



It's mostly that I think they ought to stack - not infinitely, since that way lies madness, but this way two sources of advantage/disadvantage won't boil down to re-rolling only once anyway.
I've seen that suggestion. I think non-stacking is the strength of the system, but I could see a simple rule that, if you have Advantage from more sources than you have Disadvantage, you retain a net Advantage. A little more complexity, not any more realistic, really, but still avoids the downsides of stacking.


What I mean is, bounded accuracy is good in principle - 3e shows us that letting flat numerical bonuses run rampant results in a big mess. But what I think should follow from bounded accuracy is expressing increasing competence with new abilities that let you do something new instead of just numbers. Look at the fighting style choices - the Protector style lets you do something you otherwise couldn't, lacklustre as it is. The others just give you small numbers.
OK, yes, I can definitely see the appeal there. Many classes /do/ get an ever-widening breadth of choice or ability as they level, tough. All casters, for instance, get more known spells, and more slots to cast them with.

I'll admit, I think that buffet-style multi-classing just isn't a terribly good idea. Sub-classes, hybrid classes and feats that give you a measure of ability from a different power source are a much better way... as long as it's all consistent.
I disagree: MCing is a fantastic idea. It's just hard to implement unless each individual level of each class is reasonably balanced against each level of every other class. Between frontloading and capstones making the first and final levels of a class much better than the ones in the middle, and stuff in between not advancing consistently, it doesn't work so well. Bu the idea is sound, the classes just have to be equal to it.


Maybe it wasn't the best word, I suppose. What I mean is, HP and AC are flat and don't offer much beyond 'roll over AC, roll for damage'. There's just not a lot of room for a fun and engaging combat here.
Examples?

It's about empowerment, variety and interaction with the system. All a fighter can do is interact with the rules the same way every round, regardless of their combat method - they deal damage. The Battlemaster provides a smattering of variety. A rogue uses the same skills everyone uses, only with better numbers, and deals damage in a somewhat different way than a fighter or barbarian. Meanwhile, a wizard or cleric would increase in power even if you stripped all their class features and numerical increases, simply because they get new spells.
I guess by 'power' in that last sentence you mostly mean versatility, and that you're not including spell slots in 'numerical increases.
 

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