No.Is a game obligated to be playable by everybody?
No.Is a game obligated to be playable by everybody?
100% on that last clause (beginning "but I also think . . .").I would love to see WOTC design a tutorial the way FU has done, where you match piecemeal mechanics into game action scene by scene. I think you could do that, but I also think you'd start to ask some questions about certain design decisions.
I'm not sure. Or, at least, I think there's more nuance possible.The more complex the system, the less accessible it is.
I don’t think pointing out that having lots of math limits accessibility is going to extremes.What do you propose as a game that doesn't exclude anyone? (I mean, if we're going to extremes, let's go).
I played M&M for years. 1st through 3rd. Even freelanced on it. That was the game that finally broke me. I just could not deal with that level of crunch anymore.Or in a TTRPG example, the game Mutants and Masterminds, where making a character is a lot more complex than 5E, but I still find it way more tolerable to play than 3rd Edition because most of its complexity is front-loaded--that is, the complicated system of powers and traits you use to build your character.
It occurs to me I've never actually played M&M as a player, only as the GM, so I probably handwaved a bunch of stuff to make it easier on myself.I played M&M for years. 1st through 3rd. Even freelanced on it. That was the game that finally broke me. I just could not deal with that level of crunch anymore.
one of those things I think could have evolved from 4e would be if you look at the psychic classes having at will and power points that can augment those power at wills and then the slayer/knight getting add +1w encounter powers to really play with keeping things close to AUED but still in balance...The best example I know is Mage Hand Press's Warmage. Gets a few cantrips, a scaling buff to cantrip damage (which puts the cantrip damage in the same tier as Warlock Eldritch Blast + Agonizing Blast), but no spells, just some invocations that add riders to the cantrips and some spell-like abilities.
And I think, at least at this time, far too many D&D fans would refuse to accept a game that lacked a Fighter than you'd gain from such a move. Dramatically, overwhelmingly more, in fact.I think you lose more than you gain by having a Fighter at all. You'd have an easier time selling the Battlemaster as a base class than a subclass.
The problem is, by still having a broad spectrum of potential options, but both (a) getting fewer of them and (b) getting to use those options less frequently, both the Warlock and the Sorcerer actually cry out for more optimization than the Wizard, not less. You need to be absolutely sure that every spell and metamagic/invocation you pick is going to be useful, consistently, or else you've been hobbled for an entire level, perhaps more. (And given how stingy DMs are with XP IME and from what I hear from others...)I vaguely recall that Warlock and Sorcerer were originally introduced as simpler options to Wizards. :-/ More pew-pew, less "which spells should I prepare and hope are useful today?" But they managed to be complicated in their own ways.
Yeah. The idea of Warlock seems simpler, but the actual practice is merely shuffling the complication away from day-by-day play and into chargen-play. Running a pregen Warlock would be a breeze relative to a Wizard because you have far fewer choices to make and what choices you do have are, usually, pretty straightforward. By comparison, levelling up a Wizard is a breeze because you have no class features and just pick two new spells you don't know from the list of highest-level spells you can cast. Sorcerer is kind of in the middle, less build-complicated than Warlock but more build-complicated than Wizard, less in-play complicated than Wizard but more in-play complicated than Warlock.Much as I like the idea of the à la carte design of the 5e Warlock, I find it really hard to pick from the grab bag, especially with the various prereqs and such, and the choices all seem even more arbtirary than the broad spell catalogue. Which you also have to deal with!
I have often thought about how to go about building a truly, genuinely simple spellcaster. Taking leaves from the Battlemaster, actually, though not copying the exact Expertise Dice subsystem. My checklist of requirements is:5e Sorcerers might be the simplest option for a caster, but it's still much more complicated than most martials, at build time and play time.
I don’t think pointing out that having lots of math limits accessibility is going to extremes.
going back to 1995-1997 I was learning and running 2e...I totally sympathize that it's annoying finding lots of numbers scattered across a busy character sheet and parsing which of them apply, as is required in some editions of the game. Please simplify that and don't make me track down eight numbers!!! I totally see that as a turn-off to some people.
But once someone has found the numbers? Mentally adding up a set of one-digit integers (say damage from a magic missile or dragons breath or 4d6 drop low) is literally elementary (school). I will happily work to accommodate someone who literally can't do it for some reason (just like I will accommodate those with aphantasia who can't do TotM or with a visual impairment who can't do miniatures). But it feels just as odd to me to ask designers to restrict a game to nothing above third grade math as to restrict the rule book to a third grade reading level.

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