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
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
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="hanez" data-source="post: 5829644" data-attributes="member: 82160"><p>I actually have to disagree with this statement even though it seems to be obvious at first glance, I don't believe that attitude will lead to a high success of engaging new and casual players in D&D. </p><p></p><p>As a DM, I know the characters my players envision: the most powerful fighter, the most powerful wizard, the most powerful cleric. Rarely do they go beyond that. Of the ten or so people I play with in groups, only 2 or so put a lot of thought into making interesting, different characters. Most just concentrate of the damage they make. But, lots of them take cues from the rules. So we've had druids in 2e whose mission was to defeat the Arch druid (as was a rule in 2e), in 3e we've had noble unbending paladins because the rules threatened to turn them into fighters if not, we've had frail wizards (combination of raistlin, and the weakness of losing spell books), and we've had maniacal barbarians (cued from the rage power).</p><p></p><p>As a DM I know, that when a class is presented with interesting rules, mechanics, and specific drawbacks that the players often take those cues and run with them because they have little else to run with besides the occasional cliche. </p><p></p><p>Conversely, I know what happened to my players with the more generic classes in 4e, it lead to more generic characters.</p><p></p><p></p><p>I would say providing classes with strong archetypes has been long been one of the central draws of D&D, its also one of the things that engages new players the most. New players know what a fighter, or a mage is and can understand there place in the game MUCH more then in classless roleplaying systems that allow players a high degree of customization (like GURPS or even Rolemaster). These systems have been around for a long time, but the archetype class system has been very successful (e.g. its present in most online rpgs)</p><p></p><p>For experienced roleplayers, who roleplay frequently and visit forums I would agree, its your job to make interesting and unique characters. But to expect that from new, and casual players, will just lead to mini battles without motivation, or even the knowledge that there SHOULD be motivation. </p><p></p><p>So in my view, to make MY game better, it is the D&D game designers job to make classes that lead to interesting characters. Strong archetypes, with strong weaknesses, and defining strengths, with interesting cues (like a druid having to defeat an arch druid, or a paladins code). If the player wants to take those interesting cues and change them, or expand them, the rules should encourage that (and not restrict that). But absent anything like that, we just have a stale mini combat game for most new and casual players. Whether the stale mini combat game will be successful, I don't clain to know, but my belief is that it is not D&D.</p></blockquote><p></p>
[QUOTE="hanez, post: 5829644, member: 82160"] I actually have to disagree with this statement even though it seems to be obvious at first glance, I don't believe that attitude will lead to a high success of engaging new and casual players in D&D. As a DM, I know the characters my players envision: the most powerful fighter, the most powerful wizard, the most powerful cleric. Rarely do they go beyond that. Of the ten or so people I play with in groups, only 2 or so put a lot of thought into making interesting, different characters. Most just concentrate of the damage they make. But, lots of them take cues from the rules. So we've had druids in 2e whose mission was to defeat the Arch druid (as was a rule in 2e), in 3e we've had noble unbending paladins because the rules threatened to turn them into fighters if not, we've had frail wizards (combination of raistlin, and the weakness of losing spell books), and we've had maniacal barbarians (cued from the rage power). As a DM I know, that when a class is presented with interesting rules, mechanics, and specific drawbacks that the players often take those cues and run with them because they have little else to run with besides the occasional cliche. Conversely, I know what happened to my players with the more generic classes in 4e, it lead to more generic characters. I would say providing classes with strong archetypes has been long been one of the central draws of D&D, its also one of the things that engages new players the most. New players know what a fighter, or a mage is and can understand there place in the game MUCH more then in classless roleplaying systems that allow players a high degree of customization (like GURPS or even Rolemaster). These systems have been around for a long time, but the archetype class system has been very successful (e.g. its present in most online rpgs) For experienced roleplayers, who roleplay frequently and visit forums I would agree, its your job to make interesting and unique characters. But to expect that from new, and casual players, will just lead to mini battles without motivation, or even the knowledge that there SHOULD be motivation. So in my view, to make MY game better, it is the D&D game designers job to make classes that lead to interesting characters. Strong archetypes, with strong weaknesses, and defining strengths, with interesting cues (like a druid having to defeat an arch druid, or a paladins code). If the player wants to take those interesting cues and change them, or expand them, the rules should encourage that (and not restrict that). But absent anything like that, we just have a stale mini combat game for most new and casual players. Whether the stale mini combat game will be successful, I don't clain to know, but my belief is that it is not D&D. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Balance Meter - allowing flavorful imbalance in a balanced game
Top