D&D General Mike Mearls says control spells are ruining 5th Edition

Though there is the everpresent chicken-and-the-egg issue there.
I’d wager most people are not that interested in high level play, or there would be more demand for it. That also explains why there are few adventures for it (that, and most high level adventures suck)

Even if it is just that things fall apart before most groups reach level 15, that still means focusing on 1-12 works great / much better and is not much of a loss to anyone
 

log in or register to remove this ad


What are the advantages and disadvantages to making four completely different mechanics for action resolution.

3 separate mechanics.

You tailor the outcomes to match the intended result.

For example, what if the success chance of landing an action on an equal level threat was


Attack rolls: 65%
Good Saving throws: 35%
Bad Saving throws: 60%
Skill Checks: 50%

But a 4 level weaker monster was

Attack rolls: 65%
Good Saving throws: 55%
Bad Saving throws: 85%
Skill Checks: 75%

You create bonus calculation to match that.
 

I’d wager most people are not that interested in high level play, or there would be more demand for it. That also explains why there are few adventures for it (that, and most high level adventures suck)
I wager that high level D&,D is always designed as an afterthought and thus poorly.

I am sure if someone can figure out how to make a simple but high power fantasy RPG, it would sell well
 


how simple does it need to be for that? 13th Age, Daggerheart, and Draw Steel (among others) all seem to go for that niche
13th Age gets close but it still isn't simple enough at high level.

Daggerheart and Draw Steel both feel like 10 levels of mid level play. Only played Daggerheart so far but it felt still mid level.

But it think the idea of fully replacing low level stuff with high level stuff popularized by 13A & DH would be the way.
 

I’d wager most people are not that interested in high level play, or there would be more demand for it. That also explains why there are few adventures for it (that, and most high level adventures suck)
It's not this simple. If you don't teach people how to run and play high level, they are not going to do it or probably do it badly and quit. If people are taught how to do it right, there might be a huge upsurge in high level demand. As it stands, the low interest in high level play is essentially a self-fulfilling prophecy.
 

I feel the 2024 Players Handbook shouldve only been for tiers 1-4, 5-8, and 9-12.

Publish tiers 13-16 and 17-20 plus epic later, after thinking carefully about what the highest high tiers should feel like, and how their mechanics should work.

I prefer simpler mechanics at the higher tiers. Spell points. Swap in more powerful features rather than accumulate more features.

Essentially these highest tiers are the superhero genre. The limitations of a "medievalesque" setting no longer apply for these rarified individuals. The highest tiers can lean into this.

Meanwhile players who like low tier, low magic, settings can appreciate the book focusing on levels 1-12.
 

It's not this simple. If you don't teach people how to run and play high level, they are not going to do it or probably do it badly and quit. If people are taught how to do it right, there might be a huge upsurge in high level demand. As it stands, the low interest in high level play is essentially a self-fulfilling prophecy.

That's the problem. Theres no right way to do it. Theres no classic high level adventure and even experienced DMs can't be assed. Generally.
 


Remove ads

Top