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D&D is the vanilla of the gaming world, and 5e in particular is unimaginative and panders to the worst traits of the hobby.

Today's game developers lack originality and innovation in game systems, most being content to churn out splatbooks off someone else's system. The greats are all gone.

Most setting creators lack the patience and education to develop settings with detail and nuance. Nearly all new settings are done in grand strokes that cover bland descriptions of kings and rulers, large scale, blob-like maps, and any semblance of thought given to how the people live, or why cultures have defined lines akin to borders.
 


Having both ability scores and modifiers is redundant. Pick one or the other.

The two do different things.

Hit points are just pointless extra maths to determine how many times you can get hit before falling unconscious...so just skip the maths and list the number of hits you can take.

Your very next assertion defeats this claim. In any game with monsters, not all hits may be assumed to be equal. You can really only get away with hit points equals number of hits you can take in a world of non-magical combat between peers.

Most monster design is backasswards. Filling hundreds of books with hundreds of pages of stat blocks is an absolute waste of time and money. Designing monsters as relative to the PCs' power or a simple chart for basic stats would save a lot of space and is infinitely more flexible.

If you are fine with World of Warcraft where you never get relatively more powerful than wolves or bears because they just get more powerful at the same rate, then your claim is true. But I've always thought that if that is what you wanted, then you could achieve the same results with PC's that never level up and skip a bunch of extra steps.

4E is the best designed edition of D&D WotC ever produced. It has the best lore, the best monster design, the best DM advice, the best class balance, the best use of non-combat magic, the best system for non-combat encounters, on and on and on. It's only flaws are that combat takes too long and that skill challenges needed a few more revisions before publication.

Lol. Alright. You enjoy what you enjoy.

B/X is the best designed edition of D&D TSR ever produced.

I would be OK with B/X if it dropped race = class and had just a bit more variety in chargen. I particularly like that rounds had phases as an elegant solution to some problems of turn based combat.

D&D's almost always reliable magic is boring. Games with rolling for magic are much more exciting. Games like DCC and WFRP do magic better.

I don't know. In a thread that is all about stating opinions as facts, this seems to be particularly far on the spectrum of opinion as fact.

RPGs are not story-generating games. Most are incredibly bad at creating stories. Even the dedicated storygames are generally bad at generating story.

Dedicated storygames are generally worse at generating story than systems that focus on coherent settings with rules as physics. Storygames would be more accurately called scenegames.

Railroading is literally the worst thing you can do as a referee. Railroading is the negation of player agency.

As a player, I'd rather ride the rails than be bored. The worst sin of GMing is not running a fun game. Railroading can get you there, but ironically it's one of many options for getting to dysfunctionland.
 





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