Zardnaar
Legend
Except people like blowing stuff up.
No one's forcing you to use those spells.
Except people like blowing stuff up.
Perhaps not; but it is a general truism in game design that, unless you specifically go out of your way to make support very enjoyable or very powerful (the two are not the same), people will prefer to play direct-action roles, even if they would otherwise like playing supportive roles.That doesn't make combat characters better than support. Also not a general truth.
Irrelevant.No one's forcing you to use those spells.
Are we now saying that the players should adjust to the game's design, regardless of their personal feelings?
Irrelevant.
Player psychology is doing so.
Are we now saying that the players should adjust to the game's design, regardless of their personal feelings? Is that actually an argument you want to make? I suspect it isn't, that's why I'm asking.
So what does that make of a huge, huge swathe of both complaints levied at, I dunno, some particular version of some popular game out there, AND at the explicit design policy that went into the sequel?At a certain level, yes. Players should adjust to the game, or find a different one.
I'm struggling to envision this, do you have an idea/example that elaborates some of your thought process?It is better for several reasons.
Not being levels means, as I've said already, we completely and utterly cut out the "but that's not FIRST, you start at FIRST because that's what FIRST means, why would you ever start anywhere other than FIRST". And yes, while this is not the majority opinion, my own thread has literally shown that that IS what some people think. Real live people.
Secondly, and far more important in the grand scheme, not being hard coded fixed sequences of completely nailed down effects means the structure is much more customizable for each interest. Someone wanting "gentle curve guiding players into their first character" can make sure that the characters have near/full defenses as if they were already competent, survivable 1st level characters, without the bells and whistles chosen. Someone wanting a gritty, hardcore experience can strip out nearly everything and still have a functional character. Someone wanting the characters to grow naturally can set a steady pace from low but meaningful starting choices. Etc.
The flexibility that comes from having a system that isn't tied to a fixed progression, and instead allows the GM to set the curve and the content, is literally the key point that makes it functional for multiple groups. Trying to shove every priority, every style, into one singular fixed structure that has to be one size fits all? That literally won't ever work. This can, because it can be customized to each group.
And those who don't want to bother never even need to look at it.
Plenty of people chose option B regarding that particular version of a popular game. Certainly a valid choice, and it makes sense that the producers of said game would take that into account when they try again.So what does that make of a huge, huge swathe of both complaints levied at, I dunno, some particular version of some popular game out there, AND at the explicit design policy that went into the sequel?
Because if that's true, then the entire foundation upon which 5e was built is inherently suspect.