WotC WotC needs an Elon Musk

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Micah Sweet

Level Up & OSR Enthusiast
It did. Name a TSR or WotC product that promoted that style of play made after 1985.

And I'm a little surprised that, for all your professed love of lore, you fall into the "random dungeons, zero plot" style of play. The great metaplots of D&D were designed for your PCs to experience; the War of the Lance, the Great Cataclysm, the Time of Troubles, etc. It's not like the Caves of Chaos was known for its tremendous lore and detailed plot; it's known as the meat grinder you toss 1st level PCs at until enough of them stick and level up enough to earn actual names.
The majority of 2e's ruleset (if not the lore). Late expansions for 1e, like the Wilderness and Dungeoneer's Survival Guides, also worked on that level.

I grew up reading 2e and playing 1e. I don't want that style of play to be lost to new players just because "the community" has decided it's not cool anymore.

I'm not asking for it to be the preferred style of play in the books. I'm asking for it to be there at all.
 

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Chaosmancer

Legend
In both cases, because if those I-never-want-to-lose players ultimately get their way this game is as dead as a dodo.

How does "high-flung action, bold decisions and resources that refresh quickly." equal "I never want to lose"?

Heck, when you were playing DnD and you were skulking around avoiding fights, killing goblins with smoke poured into a cave, and dying if you were bit by a centipede, did you WANT to lose? Did you sit down with your 1e character and say "Alright, I'm so excited to lose against this dungeon!"? Of course not. You wanted to defeat the dungeon, that is WHY you skulked around, avoided fights, and all that other stuff. That is why the hirelings used 10 ft poles to check for traps.


The difference here isn't that one playstlye never wants to lose and the other playstyle accepts loss. The difference is the presentation between "Saving Private Ryan" and "Captain America: Winter Soldier". Both sides don't want to lose, but one side is telling a story that involves a lot of high-action and dramatic fights. One style is "avoid fighting at all costs, because you might die of an infected wound" and the other is "Drive them before you and cleanse the land of evil".

That doesn't make one better than the other, they just fulfill different story goals. And frankly, saying that the game would be dead for making it more about high-action seems to very much underestimate what people WANT from a fantasy game like this.

Where I posit, yes it should - it should be challenging for everyone regardless of experience*. And if some of that experience comes via the school of hard knocks, I've no issue with that.

* - hell, if chess can manage it, why can't D&D?

Chess is an interesting example to bring up. Do you imagine that chess puzzles are equally difficult for both new and experienced players? I don't. I imagine a Grandmaster of Chess can trivially solve most chess puzzles except those specifically designed to challenge grandmasters.

Meanwhile, there is a far more interesting comparison here with Chess. Does a Grandmaster find equal difficulty in defeating a High School Chess Club member as they would another Grandmaster? Again, obviously not. What makes Chess equally difficult regardless of experience is THE OPPONENT.

And who are the player's opponent in this scenario? It has to be the DM. The DM is the only intelligence moving the pieces on the board other than the players. So, if you want DnD to be like Chess... it is. It falls to the DM to make the scenario challenging, because the pieces that the newbs struggle to remember how they move are the same pieces for the Grandmasters, who find no challenge in basic strategies that make the newer player's heads spin.

OK, design mistake right there. If the game's to be built around combat (which, three-pillar ideals or not, it still is) then combat ought to provide the primary challenge...or, put another way, the easiest access to loss conditions.

You are misunderstanding. Combat is the easiest way to access the loss condition. It is actually about the only way to do it. However, the challenge of the game for experts isn't found in the statblocks. The challenge isn't found in a rule that says you take double damage from every hit.

The challenge of the game, from the player perspective, comes from the Dungeon Master's arrangement of the pieces. A horde of 10 zombies isn't a challenge for a level 5 party. A horde of 10 zombies hidden in a poison cloud might be. A horde of 10 zombies hidden in a poison cloud where a quest item is also hidden, meaning the players need to fight and search at the same time, and the area is a maze of tunnels could be insanely challenging for that party.

But the zombie statblock doesn't tell you to put them in a maze filled with poison gas. It can't tell you that, because they need to be used in many different ways. And the tools to design that encounter are all in the books. It's all there. You just have to piece them together.

All good ideas.

My point is the DM shouldn't have to do this as a homebrew, it should be baked in as a variable. Example, in the monster write-up it should say: "Gnolls are always armed with at least one dagger plus another weapon: 40% carry 1d6 spears, 20% carry a longsword, 20% a glaive, 15% a morning star, and 5% an exotic weapon of your choice."

No. I don't need it to be 40% or 20% or anything like that. If I want them to be equipped with different weapons, then I equip them differently. And the books spell this out. The MM mentions altering monsters on pg 6 as a sidebar, talks about equipment changes on pgs 9 and 11. It is all there. They told you exactly how to modify the enemies. What they didn't do was write a variant for every possible type.

And frankly, thank the gods they didn't, because the MM would have tripled in size. Sure, this is "technically" homebrewing, but it is also just pure modularity of design. You have the tools, put them together how you want. The statblocks are just the base templates.

For me it's the other way, at least when it comes to player pushback: it's stupendously easier to tone it down than it is to ramp it up.

I'm considering some rules tweaks in the near future, with roughly a net no-gain/loss in overall character power; and I already know which ones will be met with gleeful acceptance and which will garner the complaints.

I don't care about player pushback. I care about the ease of actually doing the thing. I've just listed a ton of ways to make things more difficult, but it is a lot harder to know how to make it easier. Honestly, like I said, it is additionally very hard to know if you CAN make it easier when you are first starting out.

Indeed, but we all got that experience somehow and I'm willing to bet most of it came from editions far more challening than this one.

Sure, and ancient people learned to hunt because they starved if they didn't. Doesn't make it BETTER to learn hunting under those conditions.

Just because older editions were more challenging out of the book doesn't mean they were better, or that people enjoyed them more. I've had many people either quit or almost quit DnD on me because of how hard it was for them to make a 5e Character. And you may scoff, because 3.X characters were so much more complicated. But do you know what that really means? That means that those people who might be interested in the hobby as a way to express their creativity would never play. They'd see how hard it was and say "Ah, this game clearly isn't intended for me" and leave.

You are a DM with decades more experience than myself. If I can figure out how to alter the baseline of 5e to be challenging, even as I buff player abilities, then I'm certain you are capable. But for those people who still don't understand even the simplest parts of optimization, I'm glad the baseline game is a bit easier. Let them learn and grow, and then SHOW THEM how to ramp it up when they are ready, rather than complaining that all new players only care about winning and will destroy the game.
 

The majority of 2e's ruleset (if not the lore). Late expansions for 1e, like the Wilderness and Dungeoneer's Survival Guides, also worked on that level.

I grew up reading 2e and playing 1e. I don't want that style of play to be lost to new players just because "the community" has decided it's not cool anymore.

I'm not asking for it to be the preferred style of play in the books. I'm asking for it to be there at all.
I'd argue that's up to you to make that happen then. WotC has basically cracked the code on what the most amount of people will buy and play and unfortunately for you and me, it's not an AD&D style game. I love the older style AD&D games, but the material and rules exist and it's incredibly hard IME to find anyone willing to play that kind of game today. I've asked at both of the tables I play with that are all in the mid-30s to early 40s age range with experience in 1e-4e and they have no interest in playing any previous edition again. 5e hits that sweet spot they enjoy of ease of play and flexibility, so that's what we play. Personally I've made peace with that and just enjoy my Monday evening 5e game for what it is.
 

Micah Sweet

Level Up & OSR Enthusiast
I'd argue that's up to you to make that happen then. WotC has basically cracked the code on what the most amount of people will buy and play and unfortunately for you and me, it's not an AD&D style game. I love the older style AD&D games, but the material and rules exist and it's incredibly hard IME to find anyone willing to play that kind of game today. I've asked at both of the tables I play with that are all in the mid-30s to early 40s age range with experience in 1e-4e and they have no interest in playing any previous edition again. 5e hits that sweet spot they enjoy of ease of play and flexibility, so that's what we play. Personally I've made peace with that and just enjoy my Monday evening 5e game for what it is.
I wish I could do that, but I just can't enjoy DMing vanilla 5e anymore, and I'm tired of everyone I meet prioritizing "ease of play" over everything else.

There is so much more out there, even within the core 5e ruleset, and I wish WotC would embrace just a little bit of that, so all those new players that dropped in their laps in the last decade actually saw something more than the most popular way to play. As the market leader, WotC could do that if they want a healthy hobby.
 

codo

Hero
I wish I could do that, but I just can't enjoy DMing vanilla 5e anymore, and I'm tired of everyone I meet prioritizing "ease of play" over everything else.

There is so much more out there, even within the core 5e ruleset, and I wish WotC would embrace just a little bit of that, so all those new players that dropped in their laps in the last decade actually saw something more than the most popular way to play. As the market leader, WotC could do that if they want a healthy hobby.
You don't need to play 5E. There are lots of other games out there. You can play a game you like. You don't have to hang out in a 5E forum, cluttering up every thread complaining that 5E doesn't cater to you and your playstyle. Everybody gets it. There isn't a poster on this forum that doesn't understand you hate 5E and whished it would cater to you. That's not happening, no mater how often you say it, or how many threads you spam it in.
 

Scribe

Legend
As the market leader, WotC could do that if they want a healthy hobby.

This is the point of contention though. Its not going to make for a healthier (and that needs to be defined) hobby, if people of all age brackets are simply not looking for that anymore.

I like lore, and depth, and story and a setting history right? When I was younger, I would pour over books and enjoyed all the references and such.

Now, I'm older and I find my approach is just not the same, and it took the Eberron book for me to see it.

Great book, great lore, great depth, great world building, but I found myself feeling a bit overwhelmed, in comparison to just 'get me out there doing stuff' type books we have for the rest of 5e.
 

Lanefan

Victoria Rules
The "kill 'em all let the players sort it out" style of play is one I've only ever seen once, and I've been playing since the 70s. We didn't come from a wargamer background, we came from Tolkien, Lieber and Howard. Across multiple DMs in multiple states, the body count was fairly low and we told stories of epic-ish adventure, not killer death trap dungeons. I think you're coming from a very unique background that even back in the day was a minority from my experience.
It's not a unique background. Mine is similar.

It probably varies by community. Here, in general there was little qualm about killing characters; and the game survived just fine. And while many of us came from a "Tolkein" background, that probably doesn't help your case: the Fellowship saw both party infighting and "PC" death and set the example we tended to follow.

As for the epic-ish adventures and stories, those grew out of the run of play for the most part. We didn't go for the Dragonlance-style or AP-style single-story campaign, though some mini-APs were baked in to the bigger campaigns. Ours tend to be big sprawling things with stories going every which way, and lots of interweaving between parties, characters, stories, and sometimes even players.
The killer game isn't inherently better or worse, but it was never particularly popular. It would make no sense to continue to push killer dungeons as the default when it's not what the vast majority of people don't want. I don't think the majority of people ever wanted it from my experience.
DCCRPG would like a word... :)
 

Micah Sweet

Level Up & OSR Enthusiast
You don't need to play 5E. There are lots of other games out there. You can play a game you like. You don't have to hang out in a 5E forum, cluttering up every thread complaining that 5E doesn't cater to you and your playstyle. Everybody gets it. There isn't a poster on this forum that doesn't understand you hate 5E and whished it would cater to you. That's not happening, no mater how often you say it, or how many threads you spam it in.
That is not what I'm saying, at all. I play and DM 5e regularly. When I do, I use Level Up (a derivative of 5e developed by the owners of this website you want me to leave) as the basis of my game, along with a lot of houserules. I'm still playing 5e, and I'm still interested in what the 5e community has to say. I just don't think WotC is the end-all of the ruleset, and personally I don't care for the design direction they've chosen.

If someone starts a thread in the 5e forum, and doesn't want any thoughts that don't relate directly to WotC's take on the game, perhaps they should say so.

Oh, also, I think it would be great if WotC made a real effort in their content to support (not cater to, support) other playstyles than what has been determined to be most popular. That's what the DMG is for, and I think it could do a better job on that score.
 

Micah Sweet

Level Up & OSR Enthusiast
This is the point of contention though. Its not going to make for a healthier (and that needs to be defined) hobby, if people of all age brackets are simply not looking for that anymore.

I like lore, and depth, and story and a setting history right? When I was younger, I would pour over books and enjoyed all the references and such.

Now, I'm older and I find my approach is just not the same, and it took the Eberron book for me to see it.

Great book, great lore, great depth, great world building, but I found myself feeling a bit overwhelmed, in comparison to just 'get me out there doing stuff' type books we have for the rest of 5e.
I feel you. I get tired too. I took a long break from DMing recently because it was making me angry, actually. But I can't believe that I'm the only one left who wants depth and worldbuilding in D&D.
 

Lanefan

Victoria Rules
How does "high-flung action, bold decisions and resources that refresh quickly." equal "I never want to lose"?

Heck, when you were playing DnD and you were skulking around avoiding fights, killing goblins with smoke poured into a cave, and dying if you were bit by a centipede, did you WANT to lose? Did you sit down with your 1e character and say "Alright, I'm so excited to lose against this dungeon!"? Of course not. You wanted to defeat the dungeon, that is WHY you skulked around, avoided fights, and all that other stuff. That is why the hirelings used 10 ft poles to check for traps.
And when we finally did defeat the dungeon/adventure there was a sense of real accomplishment attached, that wouldn't have been there had it been a cakewalk.
The difference here isn't that one playstlye never wants to lose and the other playstyle accepts loss. The difference is the presentation between "Saving Private Ryan" and "Captain America: Winter Soldier". Both sides don't want to lose, but one side is telling a story that involves a lot of high-action and dramatic fights. One style is "avoid fighting at all costs, because you might die of an infected wound" and the other is "Drive them before you and cleanse the land of evil".

That doesn't make one better than the other, they just fulfill different story goals. And frankly, saying that the game would be dead for making it more about high-action seems to very much underestimate what people WANT from a fantasy game like this.
High-action is fine to a point. I'm not a fan of D&D as a supers game; if I want to play supers I'll find a different system that's made for it. Immediate or near-immediate resource recovery (particularly hit points!) is neither fine nor realistic.
Chess is an interesting example to bring up. Do you imagine that chess puzzles are equally difficult for both new and experienced players? I don't. I imagine a Grandmaster of Chess can trivially solve most chess puzzles except those specifically designed to challenge grandmasters.

Meanwhile, there is a far more interesting comparison here with Chess. Does a Grandmaster find equal difficulty in defeating a High School Chess Club member as they would another Grandmaster? Again, obviously not. What makes Chess equally difficult regardless of experience is THE OPPONENT.

And who are the player's opponent in this scenario? It has to be the DM. The DM is the only intelligence moving the pieces on the board other than the players. So, if you want DnD to be like Chess... it is. It falls to the DM to make the scenario challenging, because the pieces that the newbs struggle to remember how they move are the same pieces for the Grandmasters, who find no challenge in basic strategies that make the newer player's heads spin.
The game's design allows the opponent to provide whatever degree of challenge they like, and doing so is expected.

With D&D design the degree of challenge is largely laid out in the rules and a DM who wants to up this quickly gets in hot water with the players.

More later in another post...gotta run...
You are misunderstanding. Combat is the easiest way to access the loss condition. It is actually about the only way to do it. However, the challenge of the game for experts isn't found in the statblocks. The challenge isn't found in a rule that says you take double damage from every hit.

The challenge of the game, from the player perspective, comes from the Dungeon Master's arrangement of the pieces. A horde of 10 zombies isn't a challenge for a level 5 party. A horde of 10 zombies hidden in a poison cloud might be. A horde of 10 zombies hidden in a poison cloud where a quest item is also hidden, meaning the players need to fight and search at the same time, and the area is a maze of tunnels could be insanely challenging for that party.

But the zombie statblock doesn't tell you to put them in a maze filled with poison gas. It can't tell you that, because they need to be used in many different ways. And the tools to design that encounter are all in the books. It's all there. You just have to piece them together.



No. I don't need it to be 40% or 20% or anything like that. If I want them to be equipped with different weapons, then I equip them differently. And the books spell this out. The MM mentions altering monsters on pg 6 as a sidebar, talks about equipment changes on pgs 9 and 11. It is all there. They told you exactly how to modify the enemies. What they didn't do was write a variant for every possible type.

And frankly, thank the gods they didn't, because the MM would have tripled in size. Sure, this is "technically" homebrewing, but it is also just pure modularity of design. You have the tools, put them together how you want. The statblocks are just the base templates.



I don't care about player pushback. I care about the ease of actually doing the thing. I've just listed a ton of ways to make things more difficult, but it is a lot harder to know how to make it easier. Honestly, like I said, it is additionally very hard to know if you CAN make it easier when you are first starting out.



Sure, and ancient people learned to hunt because they starved if they didn't. Doesn't make it BETTER to learn hunting under those conditions.

Just because older editions were more challenging out of the book doesn't mean they were better, or that people enjoyed them more. I've had many people either quit or almost quit DnD on me because of how hard it was for them to make a 5e Character. And you may scoff, because 3.X characters were so much more complicated. But do you know what that really means? That means that those people who might be interested in the hobby as a way to express their creativity would never play. They'd see how hard it was and say "Ah, this game clearly isn't intended for me" and leave.

You are a DM with decades more experience than myself. If I can figure out how to alter the baseline of 5e to be challenging, even as I buff player abilities, then I'm certain you are capable. But for those people who still don't understand even the simplest parts of optimization, I'm glad the baseline game is a bit easier. Let them learn and grow, and then SHOW THEM how to ramp it up when they are ready, rather than complaining that all new players only care about winning and will destroy the game.
 

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