For its original, intended purpose--narrowly, just reducing modifier amounts and sizes, nothing else--Advantage/Disadvantage is great. It performs that specific function beautifully. If that were the only metric which mattered, it would be as brilliant as some of the best bits of 13th Age design, possibly a smidge better (and I love most of 13A's design--bits and pieces I don't care for but so many parts are just terrific.)First: although I'm pretty sure you were being flippant, tons of us do like advantage/disadvantage. I adore it. Faster, simpler, more dramatic, and rolling more dice is always better than doing math. I'm so spoiled by it that I'm not sure I'd want to play a RPG that didn't have that mechanic now.
The difference is twofold:But second, if we're comparing this to 4e, how is it more same-y than adding two to your attack roll every time you have "combat advantage"? I don't see a lot of difference between adding two vs. adding two vs. adding two.
Well, again, this seems like a circular argument: you are justifying that it was special by pointing to this unique behavior, but that doesn't distinguish special circumstances from special nature.Unlike previous editions it has gotten more popular as the years go on while others have cratered out after about 4-5, if that with 3.x and 4e.
Tsk - you really can't call out circular arguments and then drop this in...Well, again, this seems like a circular argument: you are justifying that it was special by pointing to this unique behavior, but that doesn't distinguish special circumstances from special nature.
Restated: because it is intrinsically like those others, something extrinsic must account for it's success. The argument over-simplifies. It groups objects by qualities they putatively all possess ("quick-run" and "light") and claims that those vague qualities make the objects intrinsically similar in every way that could possibly matter to their success (and thus it must be down to extrinsic qualities).Part of the reason I just can't see it as being particularly special is that...it's not like there haven't been quick-run, "light" versions of games, nor of D&D specifically. 4e had GW7e, which even sold in stores as a boxed set thing. Shadowrun 5th Edition had Shadowrun: Anarchy. D&D had Basic. Etc., etc. There have been attempts in that direction, and none of them took off even remotely like this has.
Yeah, I don't think that 5E is absolutely unique in the intrinsic qualities which are helping it, but that doesn't take away from the intrinsic qualities that it possess. Look at which other games are experiencing success in streaming: Call of Cthulu, Powered by the Apocalypse, World of Darkness. Looking at those and 5E, I think it becomes fairly clear what sort of intrinsic features work for the positive feedback loop in the current environment, but also what comes across is that 5E is the crunchy, wargamey option. That is, the moderate in the middle option in the market. If that isn't a an intrinsic feature, I don't know what isTsk - you really can't call out circular arguments and then drop this in...
Restated: because it is intrinsically like those others, something extrinsic must account for it's success. The argument over-simplifies. It groups objects by qualities they putatively all possess ("quick-run" and "light") and claims that those vague qualities make the objects intrinsically similar in every way that could possibly matter to their success (and thus it must be down to extrinsic qualities).
Where it to my mind begs the question is that if I make the similar argument with in mind that it is some differentiating intrinsic qualities of 5e that account for its success, then that works equally well. We both say exactly the same thing: quick-runness and lightness alone are insufficient. Then in order to make the argument you put, I just have to already have in mind that no other intrinsic quality of 5e could account for its success (either 5e has no other intrinsic qualities - tenuous - or it does, but they don't matter.) So your implied conclusion is the one you have already in mind.
1) A bonus was not the only trick they had.But second, if we're comparing this to 4e, how is it more same-y than adding two to your attack roll every time you have "combat advantage"? I don't see a lot of difference between adding two vs. adding two vs. adding two.
It's the basic resolution mechanic, yes. Most importantly, being a game and all, it is fun and intuitive.1) A bonus was not the only trick they had.
2) If people can call wildly different classes -- different to the point that WotC's refusal to update some of them to the new edition is still keenly felt -- 'samey' because they share a resource structure, then I can call something samey when it is basically the only mechanic used for anything.
I mean, does it?! Can you tell us what those are, if so?I think it becomes fairly clear what sort of intrinsic features work for the positive feedback loop in the current environment

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