mamba
Legend
“One of the things I love—and I speak in the present tense—about 5E14 is, even as it substantially streamlined D&D’s rules and options, it still both maintained the feeling of playing classic D&D and permitted play in a wide range of styles, from gritty, grimy low fantasy to wild high fantasy and everything in between. But it was clear from the moment the 5E24 Player’s Handbook dropped that D&D was going all in on wild high fantasy, to the exclusion of other styles, and also that it had chosen to fully indulge a decade’s worth of munchkin demands for MOAR POWER!“Overall I have to say that his points all hit home for me, and I'm curious what y'all think... and, as per the questions he poses later on in the post, what direction you think he should take?
“But it’s not just the shift in the balance of power between DMs and PCs that bothers me about 5E24. There’s a palpable change in design approach between 5E14 and 5E24. In 5E14, it seems to me, the designers began with a narrative in mind, then thought about how best to implement that narrative mechanically. The sense I get from 5E24, on the other hand, is that the designers began with mechanics they wanted to implement, then came up with narratives to rationalize the mechanics. Which is how you end up with warlocks signing lifetime contracts with supernatural entities whose identities they don’t even learn until they’re level 3, and Beast Master rangers who form bonds with immortal spirits instead of, you know, wild animals”
I fully agree with his take. I bounced off 2024 for this reason. Players are just too OP, there are no hard / permanent choices any more and the result does not feel like a real world but like a power fantasy in Disneyland.
Initially I looked forward to the 2024 revisions, but once released they made me move away from 5e instead…
As to what he should do, still release The Monsters Know 2024 I guess, beyond that, I have no idea


