Oh a Dm that loses his worshipers will not be a DM.Or, if you are a god, you are very much tied to your worshipers...
Oh a Dm that loses his worshipers will not be a DM.Or, if you are a god, you are very much tied to your worshipers...
No, it doesn't. And, the "bloat problem" came down to a couple of fundamental decisions about how they'd monetize the edition.
Decision #1: Players are where the money is at. Third edition was the first edition primarily marketed to players and not to DMs. Where as most of the content in prior editions was aimed exclusively at DMs - monster manuals, setting supplements, adventures, etc. - they made a conscious decision to aim 3e primarily at players. (I should say here I'm not privy to the actual internal details of WotC's brand management, so this is all speculation on my part, but I do think I'm a pretty good detective.) As a result, there was a rule that no book was going to be produced by WotC without at least part of the book aimed at players. Since players are only interested in one thing from a rules perspective, that meant every book came loaded with character options. And it's that, and not rules aimed at making settings or minigames come to life, that caused the mechanical bloat.
Decision #2: Highly aggressive publishing schedule. When it became obvious that 3e was a success, someone made the decision to milk that cash cow as fast as they could. That meant publishing like 6 large hardcover rules supplements a year. It was an avalanche of books. Not only did that mean that new options were being introduced all the time, it also meant that no one in brand management had a comprehensive picture of what they were doing with the brand. The pace of publishing exceeded the ability of anyone to adequately review much less play test what was being published, and it meant that there was basically no real coordination between products. No one was even attempting to address how all this material would be used or how it would fit together. Brand management was de facto being left up to the individual Dungeon Masters to decide if and how they would integrate all this content with their game. In effect, they were directly sacrificing the long term health of the brand for short term profits.
I'd like to think that among the lessons the 5e brand management team has absorbed, is the consequences of the above two mistakes.
I hope they all sit around tables playtesting everything and having a blast before it is ever publishedI think you hit on two major elements, yes.
3.x Really pushed things more toward the player than ever before. The heavy codification meant that there was less need for judgment from a DM than there had been previously.
I know that I couldn't keep up with stuff. Not that we started new campaigns incredibly often, but anytime anyone was making a new character for whatever reason, there were a handful of new books in the mix.
Yeah, that publishing schedule seems insane. I can't understand how they thought it would be sustainable. I think that's why when they decided to go with a new edition, they decided to depart more than ever before from the core elements of the game. And then they spammed those books, too. Pathfinder likewise maintained that heavy publishing schedule, and they too had to go to a new edition.
I think that this lesson was clearly learned by WotC and the D&D team there. The slow pace of publishing, the control of the PC options....these seem like deliberate responses to past mistakes.
I got really tired of players trying to spam disarm or trip. Just have a fumble table for god sake. It for boring. And then the crit fishers. I am sure the mechanics are important in their own mind for them to role play their character concept.
The ol' tripmaster was pretty much the go-to best way to make a fighter who was still a relevant, important member of the party who wasn't being outdone by the druid's animal companion though, so it was pretty much going to be the build you saw