Parmandur
Book-Friend, he/him
There isn't much that D&D hasn't done before, but it does bring a new spin on things.I have not. What new things does it bring that DnD hasn't done before?
There isn't much that D&D hasn't done before, but it does bring a new spin on things.I have not. What new things does it bring that DnD hasn't done before?
It's because it's not fun for a significant number of people. Running 6-8 (boring and easy) encounters is a MMO grind for the sake of a grind. Cut out the middleman and just give casters less resources. Stop wasting everyone's time on trash encounters that have no real risk and serve no purpose other than to let non-casters have a chance to "shine" doing scutwork.It's a weird trend that many complaints I see could be solved by following DMG rules and guidelines.
When we played Death House I think it took 2 (or maybe 2.5) sessions. There were interesting things about it, but not theCertainly if each of those encounters is taking 30+ minutes and you have to break the adventuring day up over 2+ sessions, that would be quite a slog. These sorts of encounters should take 10 minutes, tops (and that was the benchmark they shot for in the playtest). Maybe with one climactic set pice that takes closer to 20 or 30.
How "significant" a number of people are you talking about? Do you have some marketing research numbers on playstyle preferences you would like to share?It's because it's not fun for a significant number of people. Running 6-8 (boring and easy) encounters is a MMO grind for the sake of a grind. Cut out the middleman and just give casters less resources. Stop wasting everyone's time on trash encounters that have no real risk and serve no purpose other than to let non-casters have a chance to "shine" doing scutwork.
The rules can be balanced around eating broken glass every time you roll a 1. That doesn't make them well designed.
I'm not saying you are wrong, to be fair, I am just suggesting that it is your perspective. I don't personally see them as samey or very similar in tone. It just depends on where you draw your lines, and how nuanced you get. One of the things I love about the MCU movies, for example, is that each character has their story told in a somewhat different idiom. Spiderman is a lighthearted young adventure story, Dr. Strange is a personal introspection piece with a more serious tone. For every anima inspired tiefling smiling and enjoying a drink in Dragon Heist there is a tortured and bitter one trying to escape from Avernus.To be fair, I was asked a question and gave a somewhat flippant answer that while true wasn't especially nuanced. While you are right in saying there is a broad cross section of different flavors in 5E, I think if you look you can fairly easily see the trend I am talking about. It's what I mentally refer to as the MCu Effect: sure, there are lots of different Marvel movies and heroes with different aesthetics, but overall they are very similar in tone and in a specific way meant to produce a broad appeal. D&D is in similar state, I think.
And before anyone pulls out the pitchforks: I don't mean that in a pejorative way. I like the MCU. But it is intentionally samey and consistent and built for mainstream tastes, and D&D is like that too. And as I noted in my OP, this isn't the first time. The transition to 2E occurred at a similar height of popularity and attempt to breach the mainstream.
No, they really don't move away from it.When we played Death House I think it took 2 (or maybe 2.5) sessions. There were interesting things about it, but not the. I think when people criticize the encounter design in 5e it's more an indication that the 6-8 encounters style of play is not something they want. What they do want is an interesting question--probably for combat to feel cinematic with high narrative stakes.grindy animated armor and ghoul combats
I haven't played any of the later modules, but do these modules stick to 6-8 encounter adventuring days?
It's not even the cutseyness per se for me. I saw a Runehammer video the other day where he described it as "too realized," as in too determinative of what you see in your mind's eye. I also don't like the homogeneity of all the books, inclusive of the art style and (terrible, imo) layout/formatting, and the way that everyone on dms guild copies their formatting. I came up with late basic and then 2e, and loved how each setting got a very unique style, driven by particular artists.
I feel the need to link this:First and foremost: I am glad D&D is having a renaissance, and I am glad lots of new people are coming into the hobby. I am glad there is a robust 3rd part of semi-pro support ecosystem out there. I am glad there are YouTube channels, streamers and tik-toks aplenty on the subject of running and playing the game. I am glad celebrities are "coming out" as fans.
All that said, if I am honest, I liked it better when D&D was a nerdy little hobby that felt a little weird and a little transgressive. I'm not lamenting exclusion -- it is great that everyone gets to discover D&D -- nor am I missing the unfriendly stereotypes of old school sword and sorcery -- although you can take Frazetta from my cold dead hands. It's more like as I see what is emerging for D&D in this new mainstream environment, I am... bored. Uninspired. It feels like TMNT on saturday mornings compared to its origins. It feels a lot like teh 2E transition, in fact, with everything glossy and clean and, well, safe.
Anyway, just thinking with my fingers, really. Like I said, it is good that D&D is popular and mainstream for any number of reasons. But the shape it is taking in the mainstream leaves me cold, a little sad even.
then why does it bother so many people?No, they really don't move away from it.
I guess we're just bad at dnd, or playing it wrong.Death House was a one-shot when my brother-in-law ran it. Very fast and breezy, too.
Didn't every damn edition market itself with a line like "Getting back to the Dungeon!" maybe it's time to admit we DON'T actually want to get back to the Dungeon? It's dusty, it smells weirds and it's full of Kobolds.In the backlash to 4e there was a heavy push to bring the game back to its roots, and the adventures that 5e were playtested with (Keep on the Borderlands, Isle of Dread, and an original adventure set in Blingdenstone) reflected this.
They railed against transparent encounter design?! A thing meant to make it easier to DM? What, did they get annoyed at the XP budget formulas and expected wealth per level tables too? It's probably their fault Monsters cast spells from the PC spell list instead of just having info in their stat block. I swear, the more I hear about those 5e play testers, the more I feel they went out of their way to pick the angriest grognardiest grognards who wanted to destroy 4e and hated anything that gave them even a single whiff of 4e.I do agree though that 4e was more transparent about how it’s encounter design worked (something 5e playtesters actually railed against!) and harder to mess up thanks to the 5-minute short rest. Which also appeared in 5e playtesting, and got shot down. Playesters didn’t want players to be able to count on being able to get a short rest (for some reason).
The layout and formatting in 5e could be better (for one thing, I can think of 3 major improvements I could make to the Spell Section alone...) but I think homogeneity in formatting is good for the identity of a brand and for ease of use. It's not as exciting if you just want to LOOK at your D&D books, but it makes them way better to use if you know how to navigate them.I also don't like the homogeneity of all the books, inclusive of the art style and (terrible, imo) layout/formatting, and the way that everyone on dms guild copies their formatting.
You mean sticking to the edition for as long as possible? Yeah, as long as it doesn't become unwieldy. So far they've been good at keeping the crunch content (painfully) low so they can just keep selling settings for years.That's honestly what I want to happen, so here's hoping.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.