Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
6E But A + Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9743918" data-attributes="member: 6790260"><p>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 <em>like</em> playing supportive roles.</p><p></p><p>This, too, is an area where MMO design gives us really useful data. It is essentially always the case that "DPS" characters outnumber non-DPS characters by a substantial margin. Even in games which allow players to play every role and flexibly move between them, like FFXIV, it is still nearly always the case that damage-focused players outweigh defense- or support-focused characters. To put this in perspective, FFXIV has "duty roulettes" which allow the player to sign up for being randomly assigned to duties (dungeons, raids, etc.) that they have access to. These give various rewards, and those rewards are meaningfully increased if the player chooses to play whatever role was recently "in need". So, for example, if the last time the system checked, healers weren't common enough for a particular roulette type, then players who queue as healers will get various small but meaningful bonuses.</p><p></p><p>Having played for many years, I can tell you that the data clearly supports a ratio of something <em>like</em> 1<img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" />4 of tank:healer:damage, because those which have a lower ratio of damage-dealers essentially never have DPS as the role "in need" (e.g. FFXIV dungeons require 1 tank, 1 healer, 2 DPS, and seeing dungeon roulettes with DPS in need is <em>incredibly rare</em>), while those with a higher ratio of 1<img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" />5 frequently do end up having DPS in need even when no other roulette does.</p><p></p><p>My point in bringing up these specific numbers from a specific game is not to say that D&D absolutely has this exact precise setup. It's simply to show that, <em>in the absence of</em> design specifically made to make supportive or defensive roles compelling, people default to blowing things up. Doesn't matter if good tanking or good healing are incredibly valuable; people prefer being the ones who actively <em>conclude</em> situations, not the ones who support others ending situations, <em>unless</em> you make support genuinely engaging and exciting in and of itself.</p><p></p><p>That, in particular, is one of the greatest benefits of 4e's roles. By having classes designed for roles, we can actually do the testing required to be sure that fulfilling that role as that class is, in and of itself, an enjoyable <em>gameplay</em> experience, in addition to the other components of the experience. Now, being an enjoyable <em>gameplay</em> experience absolutely is not the only thing that matters for TTRPG class design--far from it!--but I think we can lay a number of design flaws in both 5.0 and 5.5e at the feet of neglecting that element. Because...like...I genuinely can't think of any other reason that the Berserker Frenzy => Exhaustion mechanic from 5.0 would <em>ever</em> have survived. Because it sucked. It was really actively anti-fun to play. It was very <em>thematic</em>, someone burning their candle at both ends to eke out as much damage as possible. And, in general, high thematic rigor is extremely important! But it's pretty clearly an example of putting thematic rigor ahead of...y'know...fun (or even functional...) gameplay.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9743918, member: 6790260"] 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 [I]like[/I] playing supportive roles. This, too, is an area where MMO design gives us really useful data. It is essentially always the case that "DPS" characters outnumber non-DPS characters by a substantial margin. Even in games which allow players to play every role and flexibly move between them, like FFXIV, it is still nearly always the case that damage-focused players outweigh defense- or support-focused characters. To put this in perspective, FFXIV has "duty roulettes" which allow the player to sign up for being randomly assigned to duties (dungeons, raids, etc.) that they have access to. These give various rewards, and those rewards are meaningfully increased if the player chooses to play whatever role was recently "in need". So, for example, if the last time the system checked, healers weren't common enough for a particular roulette type, then players who queue as healers will get various small but meaningful bonuses. Having played for many years, I can tell you that the data clearly supports a ratio of something [I]like[/I] 1:2:4 of tank:healer:damage, because those which have a lower ratio of damage-dealers essentially never have DPS as the role "in need" (e.g. FFXIV dungeons require 1 tank, 1 healer, 2 DPS, and seeing dungeon roulettes with DPS in need is [I]incredibly rare[/I]), while those with a higher ratio of 1:2:5 frequently do end up having DPS in need even when no other roulette does. My point in bringing up these specific numbers from a specific game is not to say that D&D absolutely has this exact precise setup. It's simply to show that, [I]in the absence of[/I] design specifically made to make supportive or defensive roles compelling, people default to blowing things up. Doesn't matter if good tanking or good healing are incredibly valuable; people prefer being the ones who actively [I]conclude[/I] situations, not the ones who support others ending situations, [I]unless[/I] you make support genuinely engaging and exciting in and of itself. That, in particular, is one of the greatest benefits of 4e's roles. By having classes designed for roles, we can actually do the testing required to be sure that fulfilling that role as that class is, in and of itself, an enjoyable [I]gameplay[/I] experience, in addition to the other components of the experience. Now, being an enjoyable [I]gameplay[/I] experience absolutely is not the only thing that matters for TTRPG class design--far from it!--but I think we can lay a number of design flaws in both 5.0 and 5.5e at the feet of neglecting that element. Because...like...I genuinely can't think of any other reason that the Berserker Frenzy => Exhaustion mechanic from 5.0 would [I]ever[/I] have survived. Because it sucked. It was really actively anti-fun to play. It was very [I]thematic[/I], someone burning their candle at both ends to eke out as much damage as possible. And, in general, high thematic rigor is extremely important! But it's pretty clearly an example of putting thematic rigor ahead of...y'know...fun (or even functional...) gameplay. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
6E But A + Thread
Top