Wolfpack48
Hero
Killing monsters and taking their stuff. Oh, and traps, and weird uses of magic. And leveling, and getting your stronghold. And henchmen. And worrying about dying, because you very possibly could die. Permanently.
I thought it was a game... no larping with real weaponsAnd worrying about dying, because you very possibly could die. Permanently.
Most importantly I think, it's about pretending to be Elves and Dwarves, Fighters and Wizards, Dragonborn and Warforged, Warlocks and Rogues, and dealing with their problems for a few hours every week during which you don't have to worry about your own, probably much less fun, certainly less interesting, problems.
Yes, I'd noticed. How boring.Note even those who designed the game skipped several levels
Dying to a random arrow is just part of the luck of the draw. The achievement lies, in part, in surviving that phase and moving on to the next as you get a few levels under your belt. 4e, much to its discredit*, skips over this early phase entirely.because being a minion class character and dying to a random arrow was not really the point (hence gygaxian diatribe about critical hits being bad).
* - except in the eyes of those who start their games in other editions at 3rd level or 5th level or whatever, which to me is just as bad.
Never name a character til level 5.... for the win.Yes, I'd noticed. How boring.
Y'all know I'm cynical. So, y'know what's coming...So I had a comment a while back discussing how the greatest strength of D&D, the very reason why D&D is the "Big Tent" RPG, is because it is a continuing dialogue between the past and the future; that "D&D" (construed as the various editions of D&D, the various OSR clones of D&D, and even PF) share a commonality and a continuity, as well as a scale, that other RPGs lack. Here's the original comment I made- https://enworld.org/threads/where-was-4e-headed-before-it-was-canned.661161/page-38#post-7789707
Yes, D&D has a long history. So do Traveler and RuneQuest/BRP. It's not the length of the history.You can have people discussing 5e, but bringing in perspectives from the 70s, and from just having picked up the game. You can have people trying to bend it to a "old school OD&D feel" or to a more "3e" or "4e" feel. People discussing their preferences not just in terms of, say, Greyhawk v. Forgotten Realms, but 3e Greyhawk v. Grey Box Forgotten Realms.
Well, there's the name. Name recognition and history are a huge part of what makes D&D relevant in the hobby. OK, they're basically all of what makes it relevant. Plus they make up for all the things that /should/ have made it irrelevant decades ago.But to have all of this, to have these continuing conversation, you can't have a discontinuity. There has to be some common thread that makes D&D, D&D.
Magic.And what is that? What is that essence of "D&D"?
...
What do you think is absolutely core to D&D?
Balance. Specifically, class balance, though encounter balance was also a factor. Especially the way caster classes balanced with non-casters, and the way magic items (and rituals) were indexed to wealth/level that made them just another build resource, and not nearly the most important/powerful one.But I know a lot of people that felt that the edition just didn't "feel" like D&D. It had a lot of things in common with D&D. The basic structure was there, so why did it feel different?
This is one of those odd misconception that reminds me that we have to accept what others 'feel' as their own personal experience, no matter how at odds with certain of the facts they may seem.Different classes just "feel" different. A paladin plays different than a rogue, a wizard has different concerns than a fighter. That wasn't true in 4E, with everyone having the same basic structure.
Nothing about the champion seems remotely special. Seriously. Absolutely everything in D&D with hands (and a few things without, I suspect) can wade into combat swinging a weapon.Related to that, you can have characters that feel special but not supernatural. A champion fighter is just a guy that wades into combat and swings a weapon.
That, you could say about the BM - or the 4e Warlord, or any other 4e martial class... or the 3e or earlier fighters, rogues, & thieves/assassins, to a point.It may not be very realistic, but it's one of the classes that you could throw into a movie set in the real world and it wouldn't look too out of place.
Very true. But, really, it went beyond just not scratching an itch, or it'd've just been a matter of go rub up against PF or Hackmaster or whatever, and :::ahhhhh…::: ...we're good.So while 4E had the sheen and look of D&D, it was a different game and just didn't scratch the same itch for a lot of people.
5e Basic pdf said:The Wonders of Magic
Few D&D adventures end without something magical
happening. Whether helpful or harmful, magic appears
frequently in the life of an adventurer, and it is the focus
of chapters 10 and 11.
In the worlds of Dungeons & Dragons, practitioners
of magic are rare, set apart from the masses of people
by their extraordinary talent. Common folk might see
evidence of magic on a regular basis, but it’s usually
minor—a fantastic monster, a visibly answered prayer,
a wizard walking through the streets with an animated
shield guardian as a bodyguard.
For adventurers, though, magic is key to their survival.
Without the healing magic of clerics and paladins, adventurers
would quickly succumb to their wounds. Without
the uplifting magical support of bards and clerics, warriors
might be overwhelmed by powerful foes. Without
the sheer magical power and versatility of wizards and
druids, every threat would be magnified tenfold.
Because the Magic wasn't there.
You are bound to have them saying 4e lacked the essence... Not sure how you could not expect that to happen.Hey everyone!
Y'all can discuss whatever you want, but just as a reminder, this is supposed to be about the commonality in all D&D.
You know, the things that bring us together. Not ... the other stuff.![]()