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  1. mamba

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    yeah, but usually a welcome one. No one is really expecting anything negative from going to a haunted house ride either, and they are popular for the scares I mean, the danger mostly has to be fake, if the odds are 50:50 and you have a hundred fights over your adventure path, no one will ever...
  2. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I guess that is my point, AW is more prescriptive (a rule for resolving any declared action), D&D leaves more up to DM fiat
  3. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    yeah, that is where the 'giant' part comes in ;) I agree the analogy has it limits, but the available 'moves' and their resolution to me still feel more restricted than in say D&D I'll drop the analogy though, did not help clarifying things...
  4. mamba

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I doubt it too, I believe it should
  5. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    you explained it better below mostly the bolded part (I am aware of the rest, but that is where the analogy does not work as well)
  6. mamba

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    yeah, especially since they gradually shaved off most of the actual attrition… 6e should move away from that to a per encounter approach or something like this one
  7. mamba

    Hasbro Opens New Wizards of the Coast Video Game Studio in Montreal to Support D&D Franchise

    sounds like it, but it's not like the 2024 UAs went much better. They too scrapped stuff instead of iterating on it even once, and not just things that were deeply unpopular. They even threw out things that did meet the threshold because apparently some individual comments are enough to make...
  8. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I don’t see anything you wrote here contradict anything I wrote…
  9. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I never liked race as class, I can live with each race have a handful of unique classes though I guess (never tried) Race only in a very wide context is what you are if humans are anything to go by however. Certainly in a way that encompasses all (A)D&D classes
  10. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    not sure, they replace what used to be the class sure, but that doesn’t mean they are all that similar. The class defines abilities the character has, the playbook goes beyond that, it tries to drive a narrative / define the narrative role of the character. The class-character can also attempt...
  11. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    for a Tomb Raider RPG it would not be different, I don’t think that is a wide enough scope however to keep things interesting, that is my point
  12. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    the ‘it’ is not important, let me rephrase it to ‘your description sounds like you envision TTRPGs as giant state machines’ you may be right, I used theme more as setting / topics of fiction. I agree that it covers a wide scope of those while creating similar experiences across them out of...
  13. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I guess I agree with this, in general playbooks and a rules restricted DM are part of modern rules
  14. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    they have control over their character’s actions, they have no control over worldbuilding, and I agree that AD&D / OD&D are not modern games
  15. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I think it is simply aiming at providing something else that is not as tightly controlled. Not every game tries to force players into a narrow theme, and not all that do not try that are ‘old’ to me Your description makes it sound like you envision TTRPGs as giant state machines, I do not
  16. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    if it covers a wide enough scope, sure. If it only covers things that occur in Goldfinger, then that might not be enough. At no point did I say it need to be universal rules, I was just concerned about a truly narrow scope. Bond to me definitely is a wider scope than Tomb Raider
  17. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    This (more narrative games, players having more control over the fiction) falls under modern mechanics, doesn't it? Not a space I am that familiar with, but Outgunned Adventure seems to be pretty well regarded, so that would be the first one I would look at more closely. As to why not a Lara...
  18. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I guess my problem with this is that it assumes that the only possible intent can be to want to create a particular, narrow experience. I do not think that is a valid assumption at all…
  19. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    sure and my reply was meant to say that claiming that intent is something only games with a very narrow focus can have is patently false. Maybe there was a bit of me disagreeing with the ‘modern is always better’ discussion that is going on in parallel too, but that does not really belong in...
  20. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    no, I was using the latter as hopefully sufficiently universally known examples for strongly themed games vs less strongly themed (the ‘generic’ action adventure). Action Adventure is still a theme, but it is a wider scope than Lara Croft. The narrower your scope, the more the mechanics can...
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