EzekielRaiden
Follower of the Way
No, it does not.Applies to every rpg.
What can be asserted without evidence can be dismissed without evidence.
No, it does not.Applies to every rpg.
No, it does not.
What can be asserted without evidence can be dismissed without evidence.
Anything can be taught provided people are willing to learn.Speak for yourself.
Most people do in fact get frustrated. Even when they lose something like that. You're generalizing something that not only isn't general, it can't be "taught". Some people feel that way when they lose. Others don't.
As players, we can and do use all kinds of skill and in-character abilities and so forth to push the odds in our favour; even sometimes to the point of obviating or avoiding having to roll dice.What makes you think that's all that occurs...? For God's sake, isn't the fact that you actually DO have to plan, and marshal resources, and (etc., etc., etc.) exactly WHY folks love to call it "Combat as War" even though it's nothing of the sort?
For real, this is the most jaundiced response from you I've ever seen, and I'm kind of taken aback by it. I genuinely thought you saw...a lot more skill involved in play.
So...I genuinely have to ask, what do you get out of playing D&D? Other than it being a shared social activity, of course. Because...as far as I can tell the ONLY thing you get out of it is the thrill of...losing a lot, and only winning randomly. Like, it doesn't matter what you do or how you act or what you know. You'll lose because the dice demand it most of the time, and you'll win simply because by their nature dice occasionally need to give high results or they're badly-made dice.
That's precisely what the enjoyment is derived from! The old "thrill of victory" piece holds true here. And if you win too often that thrill becomes diminished to the point of irrelevance, while if you never win there's no thrill to be had.I just don't understand why that's fun. Genuinely. I have no idea what enjoyment is derived from, for lack of a better comparison, "Is the next card the ace of spades, or do you DIE?"
No worries.I meant nothing negative to you about it, so I apologize for giving offense.
What I'm sensing, though, is a reluctance to accept those streaks in any form.You're covering up a hell of a lot of complexity with the very blithe "it's also part of the game" phrase. Just because something is part of the game doesn't make it good. Just because something is part of the game doesn't make it well-executed by the people who made the game. Just because it's part of the game doesn't mean it SHOULD be part of the game. Etc.
I agree that, because of the nature of randomness, patterns like that will emerge at random. A truly uniform distribution must produce clumps sometimes; randomness is clumpy, just unevenly clumpy. That is not the same thing as saying "these streaks should be common", nor "these streaks being commonplace is inherent to the game".
I ran a session last night where for the most part everything that could go wrong for the PCs did go wrong, short of a full TPK. Between them they lost 8 levels, and one of the PCs may have been rendered unplayable as anyone who sees him (including the other PCs) becomes filled with dread that this PC is about to die in a very messy way, taking out the surrounding neighbourhood in the process, and thus the best place to be as farther away from him.Mostly because both of those statements are--objectively--false. It is a design choice. There are other choices. I find that the consequences of this choice are more negative than positive, because they tend to leave players disappointed most of the time, only feeling a tiny spot of joy when the streak finally breaks. That doesn't swing the pendulum far enough. Bad events feel worse than equivalent-strength good events, even when both are genuinely equally common. A good event has to be especially good in order to compensate for a string of bad events; or the bad events have to be especially unimportant in order for the good event to outweigh them.
Make it a roulette wheel where there's in-game rules-supported ways and means of affecting the odds, however, and you've got a proven winner.Chance exists in the D&D design space to complicate matters, so that we cannot simply apply deductive reasoning until we have developed a flawless flow chart. It does not exist to invalidate all effort and strategy and prior growth. It does not exist to make every action a roulette wheel where success is a remote distant possibility. It does not exist to destroy predictive value. It is there to ensure we have to play to find out what happens, not just reason.
Trying to force D&D to be a mere roulette wheel would, I guarantee you, kill the game.
There's a reason not much gets produced for high-level 5e, that being that the vast majority of play in in the low-to-mid levels, up to maybe 12th-14th range."We died a lot and thus never got to high level" does not excuse bad design. I mean, imagine if you were selling a car, and you told your buy, "Yes yes yes, I know that every single Winto explodes after reaching 150,000 miles, but get real, nobody ever drives THAT many miles with a single car! It's not ACTUALLY a problem, because nobody would ever drive that long on one car!"
I don't care that the failure state is uncommon, unlikely, whatever else. It is there, hard-coded into the game. It should not be there. It's that simple. Hence, no, you are incorrect to say that this isn't a problem because it only happens at levels rarely-if-ever reached. That is, in fact, an admission that it is a problem, it's just not a fatal one because it's uncommon.
I keep seeing this statement, not just from you, and disagree with it every time.The plural of anecdote is not data.
A game is either random or it is not. And any degree of randomness, no matter how small, makes a game random.You have yet to show me even one reason why the inclusion of random number generation in a game means that, at all turns, strategy and effort not only are, but should be overwhelmed by that randomness. Forget the is/ought problem; you haven't even shown that it IS that, let alone that it should be so!
Nothing.Okay. Tell me: What does the Fighter have which is even remotely akin to spell creation?
By the book, yes. If one takes steps to make magic not necessarily quite so reliable, though, it's not quite so cut and dried.Wizards can literally get guaranteed, locked-in benefits--rules that will always work, because they had to be specially hashed out--with just a modicum of GM-persuasion.
Most new DMs these days are likely to follow the rules as written as best they can. I don't think there's anything controversial there.I disagree. If this is the age of GM empowerment, if we are to take seriously the idea that the rules are mere gossamer threads, mere suggestions to be brushed aside, then this argument cannot hold. If GMs are going to treat the rules like scrap paper, then it's on them, not on the rules, when they decide to be miserly. Can't have it both ways. Can't run and hide behind "but I was just following the rules!!!" when folks are also saying "eh, do whatever you like, you're the GM, you figure it out." Either what the rules say does in fact matter, and GMs are in fact under an expectation of abiding by them--in which case, the rules can and should be MUCH better-designed, so that instances where a GM would need to override them are very rare--or what the rules say truly does not matter, in which case, the "I was just followingordersthe rules!" excuse is gone.
I prefer items be more easy come, easy go. And - again in the spirit of randomness - I'm quite happy if a low-level party stumbles across some high-powered item; while I don't want it to happen every time, I want the chance to be there.5e actually doesn't really have WBL. Not sure why you think they're so "yuck"y though. Items affect game math. Would you prefer that the game pretend items don't exist, so that their mere presence guarantees that the players will ride roughshod over your work as a GM? I doubt it, but I've been proven wrong in the past, so...
Thing is, I think you and I would disagree fairly deeply over what we'd consider to be a good playable game, and we ain't the only viewpoints out there.The advantage of having a well-designed game is that said game does not need to be tweaked in the vast majority of cases, and is simply a good playable game nearly all of the time.
There's a reason Liches endure for hundreds if not thousands of years; that reason being their ability to do smart things like this.Especially with the existence of creatures immune to non-magical weaponry! Imagine a 1e Lich who just drops anti-magic shell rather than engaging in some kind of spell duel with PC's, knowing full well that there's nothing they could do to hurt it!
The commonly-used parts are what matters most to the most number of people using the system.I. Don't. Care.
The design is what the game is, and not only can but should be evaluated for all of its contents, not merely the commonly-used parts. The whole thing matters, and if there are designs in it that are ill-considered or outright deleterious, they should be addressed (fixed if fixable, cut if not.)
The old-school experience (though not necessarily all of the old-school design) is D&D.But that isn't what's happening here at all. Instead, it is precisely the reverse. People--most specifically @Lanefan but to a lesser extent @Zardnaar and others--are saying that we should be doing the reverse of what you're saying. That we should be dismissing modern sensibilities and forcing anyone who plays D&D to have the old-school experience.
Because each one gives us a foundation on which to build our own system(s) tailored to suit what we want the game to be, or additional/new ideas to incorporate into such.That's a pretty damning conclusion.
If most editions are so badly designed that it is not hard to improve any of them, doesn't that mean we've been paying designers for sub-par product for years and years now?
You're paying for the inspiration it can give you.Why should I pay for product that is so flawed?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.