D&D 5E (2024) CoDzilla? Yeah Na Its CoDGFaW.

You cant teach preferences as such.
You can have a fun table though that most like.
Okay. I...don't see how that actually responds to what I was saying to Lanefan.

Lanefan is very specifically saying that you CAN teach preferences. That you can somehow make people like the meatgrinder deathfest that is early-edition D&D.
 

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Sorry, but...screw that noise.

I should not have to create the game. That's literally what we pay nearly two hundred dollars ($180, not counting shipping, from WotC directly) for.

If the book actually said, "This is not a game, it is merely our suggestions for how you can build your own game", D&D would die, and it would deserve it.


That and $5 might buy me a cup of coffee. Not sure; the prices keep going up.

Point being, I have zero need for "inspiration" from nearly two hundred dollars of books. I have more than enough inspiration for that, thankyouverymuch.

They call themselves "designers", not "muses". They're designing something. It should be designed well, or they shouldn't get paid. It's that simple.


This is a lovely analogy.

How many people buy a home expecting to need to fix-er-up?

How many people buy a home expecting a place they'll have to do minor maintenance on now and then, but can otherwise live in and make use of freely?

You're trying to make it so no one will ever be allowed to buy a house EXCEPT as a fixer-upper. I'm trying to make it so everyone CAN get a house they never intend to change, BUT if they want to, the house was already built with extension or expansion in mind (e.g. the foundation extends beyond the existing floorplan, the wiring has been carefully done to make new junctions easy to install, the walls are built with recyclable materials, etc., etc.)

One of us is demanding everyone follow the one true way. It isn't me.

I have almost 300 books. One reason I still run older editions occasionally. Barely used them.

I've referenced stuff I first used 30 years ago.
 

To the bolded: I kinda think that's a you thing and doesn't extrapolate to everyone.
Nah, that's actually a real recognized and documented psychological phenomena. give someone an equal amount of equal losses and wins, and the losses will be the more prominent takeaway in their mind at the end of it.
 

Preferences cannot be taught. They simply exist, or don't. They might arise from exposure...but they also might not. "I can teach you to like this!" is a massive error.
Our experiences differ, then.
Except it isn't. Like it literally isn't. A "sheer gamble" makes it a roulette-wheel situation. That is not what it is. At all. The game has designed math. You may dislike that fact all you like--it's still true. It is not "a sheer gamble". The game literally isn't designed that way--and it never was, not even in OD&D.
If I declare an action for my character (let's say I'm attacking a foe in melee) that, before any modifiers, needs me to roll 13 or higher on a d20 in order to succeed. As a skilled player, I then take (or have already taken) some steps and actions to improve my odds - I use a magic weapon that I'm proficient with, I come in en flanc to negate my foe's shield bonus because the shield's in use against my ally, I've already boosted my strength - and get it so I only need to roll 7 or better to hit.

I've improved my odds of success from 8/20 to 14/20. Pretty decent, huh?

But that's all I can do, and the odds are now set. And so, when I roll the d20 it becomes a straight-up gamble as to whether or not I can beat those (improved) odds.

And note that it's a gamble regardless of what the odds are, as long as success and failure are both still possible outcomes. Even if I can only fail on a natural 1, I'm still gamblng that I won't roll that 1 when I toss the die.
More to the point: You're right, but you're missing two critical things. First, it's not "winning too often", it's winning without earning it too often. Victories you earn are always valid, doesn't matter if you've won 10 or 1000 or 1,000,000. A good general winning ten battles in a row doesn't feel like the tenth battle was a dull waste of time. Second, you're forgetting that losing too often also sours things, but in the opposite direction. It's not just that there's no thrill to be had, it's that even the victories taste like defeat.
In a sports league where tanking to get a better draft position is a thing then yes, victory in a poor season can taste like defeat.

I've never seen a situation in an RPG where tanking is desirable, though. For me, a victory that takes 10 tries to achieve tastes far sweeter when it happens than one that only took two tries, or just one.
That's the problem here. Hyper ultra mega lethality where you lose characters left and right doesn't feel good. It sucks. A lot. And given how much crappy awful darkness there is in our world right now, a lot of people are not interested in an experience which will grind them into the dirt, spit on them, and call them names for daring to do anything cool or heroic or exciting.
I'm not even talking about character lethality here. A character can keep right on truckin' even though its player had a shite night with the dice and never rolled higher than a 5; and sometimes player skill can be very useful here in keeping the character functional and-or useful even when the dice don't co-operate.
And you don't think that maybe, just maybe, your group is not a representative sample because you've specifically selected for people who share your tastes, and selected against those who are completely the opposite?

The fact that you, a self-avowed OSR-style GM who actively cultivates a devil-may-care, hyper-mercenary attitude amongst your players. That's not how most people play D&D, and you will not succeed at "teaching" people that their preferences should be yours.
To bust out a famous quote from an old Prime Minister of ours: "Just watch me." :)
First part: I already said that? Like that's what I literally said. Chance exists to prevent ossified SOPs and flawless plans. Second: I consider this a self-fulfilling prophecy. Nothing is made so no one plays it so nothing is made. PLENTY of high-level adventure paths have been made by Paizo and ENWorld and have done fantastically well, e.g. Zeitgeist goes all the way to 30 in the original 4e version.

"There's a reason" may be "they don't make it so no one plays it".
There's a bit of chicken-and-egg involved, to be sure; but ever since day 1 high level adventures haven't sold nearly as well as low-mid level adventures, meaning there's less monetary incentive for anyone to produce and publish them.

And while I certainly don't own anywhere near all of them, the WotC-made 4e and 5e AP books I do own all seem to tap out at around 15th level.
Then those rules should not be present in the PHB. If they aren't intended to be used--if they're meant as a supplement to the actual game--then they should be just that. A supplement.
If it ain't core, it don't score. Have it in the core books but as optional, maybe.
Why? It's a fact. I have a miniature pinscher that is almost 21 years old. Does that change the fact that most miniature pinschers don't live past 16 years old? No, it does not. Hence: the plural of "anecdote" is not "data". Data has to be collected correctly, and if you don't, it's...gonna be a problem.
And if I then ask 19 other min-pin owners how long their dogs had lived I'd get a variety of anecdotal answers that would, for my purposes, be in aggregate good enough to give me a vague idea of how long I could expect one to live were I to adopt one and take good care of it.

Not everything has to be done to scientific or peer-reviewable standards.
Again, there are degrees of randomness. This is one that has a low degree of randomness.
By "low" you mean zero, in that there are no random elements to chess and checkers - the outcome is 100% determined by the players' moves.
What? No, certainly not with 5e. 5e actively encourages GMs to treat the rules as meaningless suggestions to be cast aside whenever, wherever, and however they feel like. It's one of the most irritating things about it!
I didn't get that impression from the 5e books. I only have the first three, though; and haven't (and probably won't) get the 5.5e set.
Ah, but is it "tweaking" things? Or is it "wholly reinventing the game every other session"? Because I have had far too much of the latter already.
We're talking about different things here, I think.

When I talk about tweaking or kitbashing a game system, I mean changing the rules before play begins and then, as rulings are required as play goes along, locking those rulings in as part of the developing system. Whatever the rules in use are and however much they've deviated from what the books say, they are and remain consistent with themselves.

I am not talking about being inconsistent with the rules on a session-to-session basis. IMO that's awful DMing.
I prefer a small number of signature items that the player truly values and cares about. "Easy come, easy go" makes for "yawn, next?" in my experience--items aren't valued, they're just disposable trash because you know it'll all be taken away sooner rather than later.
Items are valued for their value. They cost money, either to claim from treasury or buy in town or have commissioned. And when an item gets whacked you-as-character are out the money you spent on it.

If an item has enough sentimental value that you don't want to risk losing it, don't take it out in the field and expose it to risk. Yes that's a tough choice, but that's something the game IMO needs more of: tough choices.
Wait...do you think WBL means players MUST have EXACTLY those values...? Good Lord, no wonder you think it's a terrible thing! It's just a benchmark.
It still pre-packages things far more than I prefer.
Certainly. That's why I always include elements in my design proposals that I know, without doubt, are not for me, but which would please others. Or, better still, elements which serve both of our needs in different ways, and which empower GMs to make their own decisions about what kind of game they should have.

I just demand that the game itself actually be...y'know, one that genuinely runs, and runs well, for the playstyles the designers intended and told the players about. If it actually needs changes just to function, it's a bad game. If it is requiring the GM to act like the flight computer of the F-117, constantly making corrections because the plane cannot fly without such corrections because it is inherently aerodynamically unstable, then no, that's not acceptable and I don't think you should have to accept that any more than I do.
I think the mistake here, when talking about a big-tent game like D&D, is the designers "intending" any playstyles over any other. If they just design as playstyle-agnostic a game as they can and leave it to us DMs to tweak or kitbash it as we like (they could maybe even offer some tips and pointers on this!), that's IMO far better than trying to soft-force a playstyle.
Again, this is why I push SO HARD on the need for "novice levels" (read: robust, well-made rules for going from "the absolute bare minimum mechanics to be 'a character'" to "everything except one tiny missing piece to be a proper 1st level character") and, relatedly, the need for "incremental advancement" rules (read: robust, well-made rules for doling out little tiny pieces of a character's next level-up benefits). Because such rules don't just support you--they support several playstyles that I, personally, have no interest in, AND ALSO support brand-new players getting a gentler but still challenging introduction to the D&D experience. (Or an utterly ungentle one, if that's what the GM desires--but no GM is forced to be ungentle, nor to be gentle for that matter. They choose what end to turn these robust rules toward.)
We agree on this, and I too want the game to be able to support lots of different playstyles.

Where we disagree, I think, is on the 'how'. Personally, I think it's way simpler for a DM to make a game easier and-or gentler and-or less complex than it is for a DM to do the reverse, mostly because she doesn't have to fight against her players (who naturally want things to be easy on them); meaning that making the game difficult and un-gentle and maybe quite complicated right out the gate is a net DM benefit.
But what does "tweaked" mean? Because for me, "tweaking" is making small, I emphasize small, situational adjustments--a number here, a spell there. The way you describe it, it's much more like "alright, I'm going to rebuild the spell system from the ground up", which looks nothing like "tweaking" to me, and instead looks like paying for the privilege of having to do all the designers' work for them.
To me, 'tweaking' is largely syonoymous with 'kitbashing', and covers everything from a trivial spell adjustment to entirely rebuilding major parts of the system.

Adding-deleting-modifying entire classes and-or playable species = tweak.
Designing a new initiative system from scratch = tweak.
Giving Command a duration of 2 rounds rather than 1 = tweak.
 

Sorry, but...screw that noise.

I should not have to create the game. That's literally what we pay nearly two hundred dollars ($180, not counting shipping, from WotC directly) for.

If the book actually said, "This is not a game, it is merely our suggestions for how you can build your own game", D&D would die, and it would deserve it.
There's no way in hell a designer can come up with a finished-form game that would satisfy you, me, everyone else reading this post, and the rest of the RPG community that's never heard of ENWorld.

My point is that they shouldn't even try. Instead, they should design a solid functional framework, bare-bones playable out of the box but also endlessly tweak-able so you, I, and everyone else can go ahead and flesh it out to be the game we each want.

The WotC editions - all of 'em - are not designed to be tweakable in any significant way. The TSR editions were, whether intentionally or not.
This is a lovely analogy.

How many people buy a home expecting to need to fix-er-up?

How many people buy a home expecting a place they'll have to do minor maintenance on now and then, but can otherwise live in and make use of freely?
I'll add: how many people buy a plot of land intending to design and build their own house on it?
You're trying to make it so no one will ever be allowed to buy a house EXCEPT as a fixer-upper. I'm trying to make it so everyone CAN get a house they never intend to change, BUT if they want to, the house was already built with extension or expansion in mind (e.g. the foundation extends beyond the existing floorplan, the wiring has been carefully done to make new junctions easy to install, the walls are built with recyclable materials, etc., etc.)

One of us is demanding everyone follow the one true way. It isn't me.
If every house is built exactly the same (analagous to everyone buying the same core three books) the buyers of those houses will fall nto the following groups:

--- those who just happen to love the house exactly as it is and find that it's perfect for their needs
--- those who are happy to have any house and will do what it takes to make this one work in its current form
--- those who aren't all that thrilled with the house but just can't be arsed (or can't afford) to do anything about it
--- those for whom the house is kinda good enough but they're still going to make a few changes at some point now or later
--- those who don't like elements of the house and are going to make major changes before moving in
--- those whose first act is to bulldoze the house and then design-build something custom.

There's no real point in designing for the last group but IMO a designer needs to account for (and design for) all of the other five. The part of your quote I bolded says how to do just this. And yet WotC only designs for the first three groups.
 

Well most RPGs could benefit from editing or a 2E to clean them up.
that's an EXTREMELY different statement from:
No editions perfect. Its not hard to improve any of them.
which is what you originally said.
PLENTY of high-level adventure paths have been made by Paizo and ENWorld and have done fantastically well, e.g. Zeitgeist goes all the way to 30 in the original 4e version.
fellow zeitgeister detected. i actually personally think 4e has the most boring leveling pacing of any version of zeitgeist - it does the standard "you don't get to the highest level of the ap until the final gauntlet" thing a lot of adventures do, whereas the pf and 5e versions straight up let the party tackle the entirety of the last 2 adventures at 20th level (and one of those adventures is a massive hex crawl!). the 4e version does have possibly one of the neatest narrative leveling tricks i've seen in an ap, though, which is that it informs the party that the setting's ban on 21st+ level characters is being lifted by having them skip from 20th level to 22nd.
To me, 'tweaking' is largely syonoymous with 'kitbashing', and covers everything from a trivial spell adjustment to entirely rebuilding major parts of the system.

Adding-deleting-modifying entire classes and-or playable species = tweak.
Designing a new initiative system from scratch = tweak.
Giving Command a duration of 2 rounds rather than 1 = tweak.
...that is literally, definitionally, not what tweaking is. the definition of "tweaking" (when it comes to changing something) is to make small adjustments to it. you're using the word WAY beyond its actual scope. so uh. you might wanna be careful about that.
 

that's an EXTREMELY different statement from:

which is what you originally said.

fellow zeitgeister detected. i actually personally think 4e has the most boring leveling pacing of any version of zeitgeist - it does the standard "you don't get to the highest level of the ap until the final gauntlet" thing a lot of adventures do, whereas the pf and 5e versions straight up let the party tackle the entirety of the last 2 adventures at 20th level (and one of those adventures is a massive hex crawl!). the 4e version does have possibly one of the neatest narrative leveling tricks i've seen in an ap, though, which is that it informs the party that the setting's ban on 21st+ level characters is being lifted by having them skip from 20th level to 22nd.

...that is literally, definitionally, not what tweaking is. the definition of "tweaking" (when it comes to changing something) is to make small adjustments to it. you're using the word WAY beyond its actual scope. so uh. you might wanna be careful about that.

How?

Every D&D ever hasn't exactly been great early on and successful ones got revised or a 2E.

You'll always miss things with balance. There will always be a better option. You can errata or remove the worst offenders. Layout the books better, add a bit more etc.
 

I think the mistake here, when talking about a big-tent game like D&D, is the designers "intending" any playstyles over any other. If they just design as playstyle-agnostic a game as they can and leave it to us DMs to tweak or kitbash it as we like (they could maybe even offer some tips and pointers on this!), that's IMO far better than trying to soft-force a playstyle.
This isn't possible.

There's more I could've said to the rest of your post, but that's not possible.

You cannot design something without purpose. To even begin designing "a game" means you, necessarily, have purposes in mind. Inherently purposeless design is never good design. Now, purposeless initial design could be useful, in that if done correctly it is the designer's equivalent of various creative-writing exercises like the "exquisite corpse" (linked if you are unfamiliar)--that is, something which can reveal an unexpected or unconventional purpose that would not have been revealed otherwise. But once you actually sit down to do the...y'know, game designing, it has to have purposes.

Rules are inherently teleological, and games are literally nothing but rules and players responding to them. Even Calvinball, notoriously anti-rule, is a game with rules and with a particular design purpose, namely, to view the rules themselves as the tools of play, much like certain parlor games ("Mao" comes to mind.)
 

This isn't possible.

There's more I could've said to the rest of your post, but that's not possible.

You cannot design something without purpose. To even begin designing "a game" means you, necessarily, have purposes in mind. Inherently purposeless design is never good design. Now, purposeless initial design could be useful, in that if done correctly it is the designer's equivalent of various creative-writing exercises like the "exquisite corpse" (linked if you are unfamiliar)--that is, something which can reveal an unexpected or unconventional purpose that would not have been revealed otherwise. But once you actually sit down to do the...y'know, game designing, it has to have purposes.

Rules are inherently teleological, and games are literally nothing but rules and players responding to them. Even Calvinball, notoriously anti-rule, is a game with rules and with a particular design purpose, namely, to view the rules themselves as the tools of play, much like certain parlor games ("Mao" comes to mind.)

Rules and math dont matter as much as social.

Or the old 3.0 community concept Dancey laid out.

Average player doesnt care about math that much. Its not fun. Hanging out with friends, eating snacks and insulting the French however...
 

There's no way in hell a designer can come up with a finished-form game that would satisfy you, me, everyone else reading this post, and the rest of the RPG community that's never heard of ENWorld.
Everybody? Well no, but I didn't say EVERYBODY, did I? I mean a reasonably-large plurality, if not majority, of most cadres of gamers.

I genuinely believe it is not only possible, but completely feasible to do. WotC just doesn't have the guts to do it. It requires real, serious playtesting. It requires real, serious surveys--ones designed by professionals, not the push-poll tripe that they always use. It requires extensive iteration, and some amount of knowing when to hold 'em and when to fold 'em, if you'll pardon a colloquial phrase.

If you're going to assert something is outright impossible, you'd better give a reason, rather than just fiat declaration.

Are you serious?

An editing pass is mere minor clean-up.

You were talking about wholesale rewriting. That's not an editing pass. That's creating a brand-new game out of the pieces of the old one. Entirely different, and it's frankly pretty disingenuous to pretend that they're the same.
 

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