A_Carrington
Explorer
Right, no other games have lore.
That's simplifying for combat, but it's just making the prep point decision-making much, much harder.Because the Wizard can swap in spells from the spellbook, to simplify the number of spells that the class can use at any particular time still allows for many spells.
Its popularity is largely down to being first, having the most marketing, and sheer inertia. Its rules have almost nothing to do with it. Most of its users don't even know what the rules say.
Right, no other games have lore.
And my point is that "lore" is not one of the reasons. Inertia is the actual reason people appear to be concerned with lore. If lore was a reason, then we would expect an equal distribution of players among games with lore. We don't see that, so this hypothesis is rejected.Ma8n point is theres lots of overlapping reasons D&D is on top.
And that's not a contradiction to what I said. People imagine that they know a great deal about D&D rules, and so reject changes arbitrarily, regardless of whether those changes are good, because, as mentioned, they have never actually read them, certainly don't care to, and have zero interest in design, let alone any understanding of it. The rules are irrelevant, only social perception and sunk cost matters.
I think all of the work is me "I can't build a sorcerer themed around a single element gimme MOAR spells" talk is overlooking the root cause of why that sort of ultra narrow subclass concept doesn't work as anything but a 3.5 style 3-5ish level PrC with prereqs. Specifically the fact that sorcerer (and every other class) is a monolithic 1-20 thing crammed full of class and subclass features already & that design has a lot of downsides stemming from the resulting inflexibility
Except when they changed the rules, it lost significant market share.
And then gained it back (and a lot more) when the rules where changed back to resemble prior editions.
It's not nearly that simple, of course, but the rules, and,strangely, people's perception of the rules - matter a lot.