D&D 5E Is 5E Special

My purely anecdotal experience is that 4e brought in lots of new players, but drove away lots of active ones. 5e managed to bridge that gap quite well. I know a lot of the 4vengers are still cold on 5e, and I really do get that, but from a sales standpoint 5e has been a big success on that count.

Amazon's sales figures back then showed Pathfinder neck-in-neck with 4e, and sometimes beating it. I don't know if PF ever really outsold 4e overall, but the fact that it's even a question shows that 4e was failing in some respect. Official D&D should not be in a tight sales contest with a bastardized version of itself, ever. And after 5e, it wasn't.
 

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I mean

Megumin- Caster with one powerful spell per day and reliant on skills.
Thor- Humaniod with superheroic abilities and inhuman feats
Aquaman- Tridents that don't suck and enhanced feats off Strength
Deanrys- A pet system that doesn't suck
Megumin - stoll feels like Evoker works.

Thor - seriously, rest the tempest Cleric again. It glaringly just MCU Thor.

Aquaman - so a Champion Fighter with a Magic weapon. Pretty sure there's a Trident in the DMG that is a direct Aquaman ripoff, too.

Deanrys - a pure pet class is a possible design space they haven't explored. Be interesting to see if they ever do.
 

My purely anecdotal experience is that 4e brought in lots of new players, but drove away lots of active ones. 5e managed to bridge that gap quite well. I know a lot of the 4vengers are still cold on 5e, and I really do get that, but from a sales standpoint 5e has been a big success on that count.

Amazon's sales figures back then showed Pathfinder neck-in-neck with 4e, and sometimes beating it. I don't know if PF ever really outsold 4e overall, but the fact that it's even a question shows that 4e was failing in some respect. Official D&D should not be in a tight sales contest with a bastardized version of itself, ever. And after 5e, it wasn't.
I don't have the link handy, but there is sales history on this forum that shows the decline in sales and that 4e fell behind PF a year before plans for D&D next were announced.

I don't see why it's a bad thing to acknowledge reality. I liked 3.x, but I have no problem accepting that after an initial spike sales dropped off. Just like most other editions.
 

Yup, absolutely. On the flipside...

Good gravy, the analysis paralysis that dragged out everything in play with Powers...
Yeah we didn’t see much of that, but even without it rounds took longer than in 5e.
I got what you said, but it doesn't correspond with my experience of the game or how people approach it. And those archetypes are nor hard to do, mostly they don't even need math.

Megumin = Evoker Wizard or Wild Mage Sorcerer, Thor = Tempest Cleric, Aquaman = a Champion Fighter with a swim speed and the ability to talk to fish (so a Race choice), and Deanarys Targaryan = basically anything she just has pet dragons.
Danaerys is an NPC lol
 



Amazon's sales figures back then showed Pathfinder neck-in-neck with 4e, and sometimes beating it. I don't know if PF ever really outsold 4e overall, but the fact that it's even a question shows that 4e was failing in some respect. Official D&D should not be in a tight sales contest with a bastardized version of itself, ever. And after 5e, it wasn't.
One of the benefits 5e has is that there isn't a "bastardized version of a previous edition" competing with it.
 


Hoo boy, quote-a-rama. Gonna try to consolidate.

The Venn diagram of people who like natural language and who want to play D&D seems to be highly significant.
Keyword: "Seems." You have "I, and people who share my tastes, like it." The "significance" to that is zero in data terms.

The core assumption is that cranky old players and fresh new players stay want different things. WotC bet was that...they don't. Some things don't change much.
They very clearly want different things, or we wouldn't be seeing so many old-school fans handwringing over brighter-colored art, "Disneyfied" design, or the move away from fixed Ancestry ability score bonuses. To assert that the oldest fans in the hobby and the enormous crowd of new fans want precisely the same thing is ludicrous in the extreme, to the point that I genuinely don't believe that's what you're actually saying here--so what are you saying?

People enjoy natural language approaches, and combined with the evidence this seems to be a common opinion.
Again: you can only use this argument one way, and even there it's HUGELY arguable. Either natural language is popular, and thus it caused increased sales, or increased sales are evidence that natural language is popular. You cannot have the arrow of causation point both directions. (The problem, of course, is that correlation does not imply causation, so all you're actually doing is arguing either post hoc or cum hoc ergo prompter hoc: either "after this, therefore because of this" or "with this, therefore because of this." Both of which are fallacious arguments, and thus no reason to accept the conclusion.)

I don't think that 4E is bad or "wrong," but it was unfun and tedious for me and literally everyone I know who tried it. <snip>So for 5E, they went out of their way to find out what a broader number of people enjoyed, and well, frankly they succeeded.
Again: "Me, and people who share my tastes" is not a useful sample, so while your personal experience is valid and real, it doesn't tell us anything, no more than me saying that me, and people who share my tastes, found 5e tedious, confounding, and actively hostile to our preferences. As for the other: "

You realize that they actually make these? The Young Adventurer Guides have been very successful, and the kids love them.
You realize these aren't games? They're storytelling aids. They literally aren't games.

I don’t actually know who the market was for 5e. A lot seems to be very at odds with my group’s zeitgeist in a lot of ways—-we are in our 40s.
Would you say this trend is recent, or one that started at launch (or perhaps earlier)? Because most responses I saw, across various forums and interactions outside the Internet, indicated that most people felt 5e was "AD&D3" when it launched. You basically never hear people say that anymore, though it took at least a couple years for that to taper off.

Is the assertion that if it was more non traditional like 4e or that it would have been better? “Special.”
The assertion is that 5e, and only 5e, could have succeeded anywhere near as well as it did. That no meaningful changes could have been made to it to make it succeed substantially more than it did.

I reject both of these claims. Certainly, some editions (OD&D, 1e, and 2e IMO) would have been ripped to shreds by things like social media and modern internet discourse. The flaws in the rules would have been flayed open within weeks and the blatant racism and (in 1e) sexism would have ignited a firestorm. But WotC editions? I think they could have sold at least half as well as 5e has, probably more. Would they have sold identically? Probably not. But this is a rising tide, it would take a lot of flaws for a game to fail to be bouyed up by it--and that's exactly what I think the TSR editions suffered from.

We have a lot of people saying that 4e had a lot more “right” and that the stunning success of 5e was an artifact of the old players or inexperienced players not seeing the flaws or seeing it too late or just familiarity. Familiarity?
4e did, in fact, do several things quite right. It also did some dumb things, as I explicitly said earlier in the thread. Further, it had exactly the opposite situation of 5e: launching at the start of a recession instead of the middle of an economic recovery (a recession that bankrupted one of the largest booksellers in the US), stupidly creating its own greatest rival rather than cooperating with them (the GSL directly caused PF1e), having a literal murder-suicide kill two of its lead digital tools developers and thus scuttling nearly the entire digital tools project, and an active climate of vocal haters who would gladly spew outright lies about 4e's rules and structure despite having never opened a single book.

Like, in every possible way, 4e had the deck stacked against it, while in numerous ways, 5e had exactly the opposite, a deck stacked in its favor.

First, the player base is not old, generally—so not sure what catering to old players really meant for overall sales. There were a lot of new players learning the game for the first time. They were not familiar with squat in a lot of cases.
The playerbase is not that old...now. After the huge boom. There were a few million people--perhaps as many as 8 million, if we take the absolute highest estimates--who were or had been D&D players in the late 00s. Nowadays, there are (allegedly) over 50 million. If we take that number seriously, that means anywhere between 40 and 48 million new players entered the hobby in just the last 8 years, the vast majority of them being under 40 years old.

So yes, the hobby has become quite a bit younger. It didn't start that way. 15 years ago, right when 4e launched, most people playing were in their late 20s or older. And guess what? Those people are now 40-and-up. All the people that were fans before 4e are now the tiny minority.

Secondly, 4e did not do well. So why would we believe leaning into that would have done more? I assume “special” suggests wide appeal. Leaning more into a poorly received version would have done more?
As others have said: 4e did just as well as any other previous edition, despite both actively hostile haters and various events seemingly trying to destroy it. Put that myth to rest. 4e did well. It just didn't do well enough to be a Hasbro core brand.

It’s either that or the “special conditions” of the world—external factors. But when I really think about it…a lot of those conditions have been in flux over time but the game keeps on going.
(A) Network effects, (B) sunk costs, and (C) the founder-takes-all/"snowball" effect all apply here.
A: When few play a game, few will want to join, thus keeping numbers low--when many play it, many will flock to it. (In MMO terms, this is the "dying game" paradox--even if a game is currently healthy, if people think it's a dying game, existing players will leave and new players will avoid it, causing the game to die.) 5e is what everyone's talking about, so it's what everyone keeps talking about; 5e is what everyone is playing, so it's what every new person starts off playing. Which leads to...
B: TTRPGs are expensive. Even if you ride the sales, you're still looking at dropping probably $100 on the core books, plus the time costs of learning to play, finding communities to join, etc. Switching to a new system means at least having to learn to play it, and probably spending some money on it. Those costs will push people to stick with what they know, whether or not they're happy. (I don't mean to imply that there's some ENORMOUS crowd of people unhappy with 5e but unwilling to switch--just saying that even if the early advantages had disappeared, which I don't believe most of them have, and even if those advantages were literally the ONLY reason a chunk of people chose to play D&D, there would still be other reasons why people would stick around.)
C: If you win early, you're more likely to win more, causing you to be even more likely to win more, etc. This is one of the most complex and difficult problems in competitive (video)game design: how to make a game that simultaneously gives genuine, real rewards for early success, but does not therefore cause the late game to be a totally foregone conclusion. 5e won early, and that has absolutely compounded.

Again: this is NOT to say that these are the only reasons people play 5e (far, far, FAR from it.) Just that even if the advantages had all completely disappeared and even if those advantages were the only thing that got people into it to begin with, there would still be reasons people stuck around. Again, I don't actually believe eitehr of these things is true, I think the advantages are still mostly there, albeit having shifted (e.g. D&D as a digital hobby was actually a huge beneficiary of the COVID-19 pandemic, which means that instead of being hurt by the economic downturn, it was actually boosted by it.)

Yes. But with all the "aparts" taken into consideration tgere is a big difference. You also forgot how much more natural moving works if you can move attack and move.
I will grant that movement in that way is more natural for players to use. I do not know if I grant that it was good for the game as a game, but it is at least one way in which 5e is genuinely different from all other editions.

The information is out there, feel free to look into it or not.
"Information" is a rather strong word for statements from Mr. Mearls.

Gonna split this into two posts here, because this is already enormous.
 

Hoo boy, quote-a-rama. Gonna try to consolidate.


Keyword: "Seems." You have "I, and people who share my tastes, like it." The "significance" to that is zero in data terms.


They very clearly want different things, or we wouldn't be seeing so many old-school fans handwringing over brighter-colored art, "Disneyfied" design, or the move away from fixed Ancestry ability score bonuses. To assert that the oldest fans in the hobby and the enormous crowd of new fans want precisely the same thing is ludicrous in the extreme, to the point that I genuinely don't believe that's what you're actually saying here--so what are you saying?


Again: you can only use this argument one way, and even there it's HUGELY arguable. Either natural language is popular, and thus it caused increased sales, or increased sales are evidence that natural language is popular. You cannot have the arrow of causation point both directions. (The problem, of course, is that correlation does not imply causation, so all you're actually doing is arguing either post hoc or cum hoc ergo prompter hoc: either "after this, therefore because of this" or "with this, therefore because of this." Both of which are fallacious arguments, and thus no reason to accept the conclusion.)


Again: "Me, and people who share my tastes" is not a useful sample, so while your personal experience is valid and real, it doesn't tell us anything, no more than me saying that me, and people who share my tastes, found 5e tedious, confounding, and actively hostile to our preferences. As for the other: "


You realize these aren't games? They're storytelling aids. They literally aren't games.


Would you say this trend is recent, or one that started at launch (or perhaps earlier)? Because most responses I saw, across various forums and interactions outside the Internet, indicated that most people felt 5e was "AD&D3" when it launched. You basically never hear people say that anymore, though it took at least a couple years for that to taper off.


The assertion is that 5e, and only 5e, could have succeeded anywhere near as well as it did. That no meaningful changes could have been made to it to make it succeed substantially more than it did.

I reject both of these claims. Certainly, some editions (OD&D, 1e, and 2e IMO) would have been ripped to shreds by things like social media and modern internet discourse. The flaws in the rules would have been flayed open within weeks and the blatant racism and (in 1e) sexism would have ignited a firestorm. But WotC editions? I think they could have sold at least half as well as 5e has, probably more. Would they have sold identically? Probably not. But this is a rising tide, it would take a lot of flaws for a game to fail to be bouyed up by it--and that's exactly what I think the TSR editions suffered from.


4e did, in fact, do several things quite right. It also did some dumb things, as I explicitly said earlier in the thread. Further, it had exactly the opposite situation of 5e: launching at the start of a recession instead of the middle of an economic recovery (a recession that bankrupted one of the largest booksellers in the US), stupidly creating its own greatest rival rather than cooperating with them (the GSL directly caused PF1e), having a literal murder-suicide kill two of its lead digital tools developers and thus scuttling nearly the entire digital tools project, and an active climate of vocal haters who would gladly spew outright lies about 4e's rules and structure despite having never opened a single book.

Like, in every possible way, 4e had the deck stacked against it, while in numerous ways, 5e had exactly the opposite, a deck stacked in its favor.


The playerbase is not that old...now. After the huge boom. There were a few million people--perhaps as many as 8 million, if we take the absolute highest estimates--who were or had been D&D players in the late 00s. Nowadays, there are (allegedly) over 50 million. If we take that number seriously, that means anywhere between 40 and 48 million new players entered the hobby in just the last 8 years, the vast majority of them being under 40 years old.

So yes, the hobby has become quite a bit younger. It didn't start that way. 15 years ago, right when 4e launched, most people playing were in their late 20s or older. And guess what? Those people are now 40-and-up. All the people that were fans before 4e are now the tiny minority.


As others have said: 4e did just as well as any other previous edition, despite both actively hostile haters and various events seemingly trying to destroy it. Put that myth to rest. 4e did well. It just didn't do well enough to be a Hasbro core brand.


(A) Network effects, (B) sunk costs, and (C) the founder-takes-all/"snowball" effect all apply here.
A: When few play a game, few will want to join, thus keeping numbers low--when many play it, many will flock to it. (In MMO terms, this is the "dying game" paradox--even if a game is currently healthy, if people think it's a dying game, existing players will leave and new players will avoid it, causing the game to die.) 5e is what everyone's talking about, so it's what everyone keeps talking about; 5e is what everyone is playing, so it's what every new person starts off playing. Which leads to...
B: TTRPGs are expensive. Even if you ride the sales, you're still looking at dropping probably $100 on the core books, plus the time costs of learning to play, finding communities to join, etc. Switching to a new system means at least having to learn to play it, and probably spending some money on it. Those costs will push people to stick with what they know, whether or not they're happy. (I don't mean to imply that there's some ENORMOUS crowd of people unhappy with 5e but unwilling to switch--just saying that even if the early advantages had disappeared, which I don't believe most of them have, and even if those advantages were literally the ONLY reason a chunk of people chose to play D&D, there would still be other reasons why people would stick around.)
C: If you win early, you're more likely to win more, causing you to be even more likely to win more, etc. This is one of the most complex and difficult problems in competitive (video)game design: how to make a game that simultaneously gives genuine, real rewards for early success, but does not therefore cause the late game to be a totally foregone conclusion. 5e won early, and that has absolutely compounded.

Again: this is NOT to say that these are the only reasons people play 5e (far, far, FAR from it.) Just that even if the advantages had all completely disappeared and even if those advantages were the only thing that got people into it to begin with, there would still be reasons people stuck around. Again, I don't actually believe eitehr of these things is true, I think the advantages are still mostly there, albeit having shifted (e.g. D&D as a digital hobby was actually a huge beneficiary of the COVID-19 pandemic, which means that instead of being hurt by the economic downturn, it was actually boosted by it.)


I will grant that movement in that way is more natural for players to use. I do not know if I grant that it was good for the game as a game, but it is at least one way in which 5e is genuinely different from all other editions.


"Information" is a rather strong word for statements from Mr. Mearls.

Gonna split this into two posts here, because this is already enormous.
Appreciate the careful thought. I am no 5e apologist in the sense that I don’t think it’s perfect and there are things I would change. We’re about to see what some change does. Might it get better? Probably not for me but I am one data point only.

I will say this without reservation: we are all entitled to our likes and they are truly 1:1 equally important/valid.

That said, the chain of happenstance to make this game so popular and sell so well is a mile long.

Or…

People just genuinely like it. Given everything together, this just makes the most sense with the fewest assumptions. Some people are not happy with it. It’s not magical afterall!

And they seem to have a vested interest in believing other people don’t either if they knew more or had more time or…something.

That does not seem right given its trend over so many years. But no matter. We are marching forward regardless.
 

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