D&D 5th Edition!!! (WITH POLL!!!)

What would you do with D&D 5th edition?

  • I’d improve 4th edition. I like the direction has taken.

    Votes: 113 42.3%
  • I’d rather improve/simplify (?) the d20/3.5 system and go back to that.

    Votes: 106 39.7%
  • I’d go even further back! Revive the old Magic! 2nd e, 1st e… (Thac0 has to come back!)

    Votes: 44 16.5%
  • I’d take Pathfinder and try to improve/change that one instead.

    Votes: 55 20.6%
  • I’d go a bit “White-Wolf” on the Game...More serious… less combat… More RP.

    Votes: 33 12.4%
  • I’d remove the rules completely! Who needs them!? I can storytell killing monsters without dice

    Votes: 3 1.1%
  • I don’t want to get involved. I’m sure they ‘ll come up with a great idea!

    Votes: 19 7.1%
  • I’d make an entirely new game out of it. From scratch! And here’s what I suggest…

    Votes: 12 4.5%

As for the 1e magic-users, I simply homeruled it that magic-users gained "extra" spells for their high Intelligence scores, the same as clerics gained them for high Wisdom. Made them significantly less useless though didn't make them all-out powerhouses either. A 1st level cleric got 3 1st level spells, a 1st level magic-user got 3 also...the addition of "cantrips" made the low level magic-user much less "cast a spell. I'm done for the day."
Sounds very close to what I've done.
there was "Basic", "Expert", "Companion", "Master" and "Immortal."
Thanks! It's been bugging me all day that I couldn't remember what the "C" in BECMI stood for! :)
I guess I'm trying to open some eyes that...if they tack a "5e" label on it, does that make it "better" or "ok" to play?
As opposed to 1e or BECMI as they are now? Yes. If nothing else, 5e will be supported by its owner/publisher, unlike current 1e and-or BECMI.
But yes, there ought to be online resources, ASOLUTELY in today's day and age...but "house rules" is "house rules"...You don't need the "online" to say it's "ok"...OR, hells, nowadays, create your own site or blog or wiki with your specific houserules.
Now it's my turn to say "Done". Or, at least, somewhat done. :)
In my humble opinion, the very concept of 5e is nonsense.
I'll disagree with this one. I think a 5e is needed pretty quickly provided it backs away from the directions 3e-4e have gone while still incorporating some of their better ideas. 4e from what I can tell isn't doing as well as its publishers would like, PF/3e isn't everyone's cup of tea, and older editions are being kept alive largely by people like me by just playing them. It might be a pipe dream to think a 5e that can bring all these together is even possible, but I'll say this: realistically they* will get exactly one chance to get it right, and if they blow it we're in trouble.

* - by "they" I mean whoever puts out what becomes the de-facto 5e, whether it's WotC or someone else.
You don't need a manual with a logo on it to do that...though cool cover art is always nice and new ideas to incorporate are always good, but not necessary.
New ideas to incorporate *are* necessary. Sooner or later I'm going to run out of my own. :)

Lan-"hereby volunteering to be on the 5e design team"-efan
 

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Um...ok. Sure. Actually, in "popular culture" I'm pretty sure it's still perceived as a "nerd game" but that may be an overstatement on my part. I dunno.

Sure. That. And if you ask them what it's about, you'll get something about killing monsters, looting hoards, exploring dungeons, drinking Mountain Dew.

Woah! Ok, I'm not a mod...but I'm prrrretty you can't call people "deluded." Else LOTS of people here would be having a field day.

I don't think this detracts from the point. Should I rephrase? It is delusional to believe that an extremely well-connected individual who designs D&D for a living and has no doubt run, played in, and witnessed hundreds of different D&D games is not even vaguely aware that people play D&D differently. That is not a defensible position.

mmm. Ok, here's where I'll take exception. "That's nice that people feel like they can do that with our game,..."

I hate to break it to you...or this James Wyatt guy...but it's not "our' game...the game I sit down to is MY game...my GROUP'S game...it is THE game that we sit down to. NOT anyone else's game. Jus'sayin'. ;)

Yes. What you play is your game. D&D, however, is not your game. D&D is Wizards of the Coast's game. It is not owned by you. You do not define it. You have some degree of influence over your own game, and no one else's.

But we're not talking about your game, here. We're talking about D&D - the whole game.

Let's chalk that up to a "mis-speaking" in your typing...it wasn't what you meant. :)

Let's not. It very much was what I meant.

And given all of the "we"s in that statement...and what I've read in other threads, I think it safe to suppose that you, Dannager, work for WOTC. If you don't, then bad on me...but you seem...overly defensive (IMHO) about things 4e.

Hardly. No one in the industry even knows who I am (except perhaps, ironically, some of the fine folk who work at Paizo).

And yes, I am defensive about 4e. This is a reaction to the perceived, persistent hostility that a segment of the tabletop community has towards the game and its creators. Hostility that, I believe, is by and large utterly unwarranted. For instance, someone actually tried to claim that one of the game's creators was actually unaware that people play games of D&D differently. That is not a reasonable approach to take; fifteen seconds of thought on the topic would lead to you conclude that to be more or less impossible.

Mind you, I am also defensive about Pathfinder. I am also defensive about Deadlands. I am also defensive about Battletech. I am also defensive about Dragon Age 2. I am defensive about any number of things that I feel have received a bad rap, or are being misrepresented by someone with an inflamed opinion. And, most importantly, I feel that - as a fan of each of these things - I have an obligation to make sure that it receives a fair representation, and that any falsehoods or half-truths about it are addressed in a thoughtful, reasonable manner.

I would wager a guess...that the reason they are stat'ed is the same as 1e, or even BECMI monsters were stat'ed...because there's no guarantee that one set of adventurers is going to handle them same as the next....if they rush into combat, then yeah, the monster needs stats!

If they're a monster, they get stats. If they're not a monster, they might get stats, depending on the expectation of their use. When I run a game, I do not stat up every one of the NPCs in my town on the off-chance that the PCs might fight them. Neither do you, and nor does anyone. And neither, certainly, should WotC waste valuable design time and page real estate providing stats for creatures that 99% of DMs will not need stats for. The monster creation guidelines are as easy to use and straightforward as they are for a reason. DMs should and do craft their own NPC and monster stat blocks when the material provided does not exactly suit their campaign.

According to whom? I have heard and/or read about plenty of 3e groups that never complained about "time"...

I have read about plenty who have. In fact, so many did complain that the WotC devs made the ease of creating and running monsters one of their defining changes in 4e's system.

and what difference if they did? If a combat took a long time...what skin off whose back was that? That would be the individual group. So what? You need to adjudicate for them? I think not.

If the significant level of time spent creating and running monsters in 3.X proved to be a stumbling block for DMs of that edition - and it did, for a lot of them - then it behooves WotC, as the company servicing those DMs, to look for ways to lighten that burden. If something made the game hard to run for DMs, it also made the game harder to sell to those DMs.

And why would 4e even THINK that?! Monsters are a basic part of the game, as stated, by you, above.

I should have elaborated. I was speaking in the context of a hypothetical WotC developer working on developing 4th Edition, and talking about 3.X.

So, huh?! Why would statting monsters be a pain?!

I'm not sure. But it was. Now it's not.

As DM's have been doing since the origin of the game...uh...yeah, they need stats...and if they don't have them, a knowledgeable DM is perfectly capable of making it up (assuming the stats of a similar monster) on the fly.

The higher you set the bar for a DM's knowledge (and, frankly, the level of system mastery you need to possess to create a monster according to the 3.X rules is high; the level of system mastery needed to do so on the fly is phenomenal), the more difficult you make it for people to play your game.
 

And I'm saying that no, it isn't, and it never really was, and to not be aware of that is a problem, since, if you design a game completely around that one thing, you're going to exclude a huge portion of the player base who don't care that much about that one thing.

Then that's a shame for those people, but quite frankly if they're not playing D&D first and foremost because it's a fun way to get together with friends and experience the story of an adventurer who spends his or her time slaying monsters, exploring dungeons and looting treasures, you're probably better off playing a different RPG rather than complaining that the Big RPG On Campus doesn't cater to your exact playstyle. D&D is not the RPG-for-all-people. The decision by the guys at WotC to accept that fact and just make the best damn game possible when it comes to what makes up the core of the D&D experience was one of the smartest moves in the development of 4e.

Your powers of insight into the psyche of James Wyatt are truly astounding. ;)

Not really. I just spent a few seconds thinking about it.

Which is to say: I'm going off the quote, and my subsequent experience playing the game, not what you think the quote might possibly mean.

So you'd prefer to take a single sentence, extrapolate meaning from it beyond that which the speaker intended, and draw conclusions based on it without allowing the speaker to explain for himself? And I'm the one misrepresenting Wyatt?

Nope.

My position is that if a creature is going to be some sort of conflict with the party we are going to need stats for the resolution of that conflict.

Isn't it cool that 4e provides you with those stats?

Which means that if we're going to go through the faerie ring and talk to the little folk, and that's meant to be some sort of conflict, we're going to need stats for straining the physical world to its breaking point at the faerie ring, and for charming or negotiating with the pernicious, crafty, and often weirdly alien little folk on the other side. Arguably, 4e does do this with skill challenges and rituals and the like, I just find that those rules tend to suck pretty awesomely hard (which certainly means there's room for improvement!).

And that's fine, but those systems do exist, and they do have their fans (skill challenges are mediocre as written but are easily improved; rituals are totally awesome and if they are less than awesome in your game you need to integrate them in your game better as a DM).

Which is a roundabout way of saying, again, that James Wyatt and I were not on the same page about what D&D is, at all, and that I think it was a mistake to design a game that fulfilled those ideas better than it fulfilled mine.

Soooooo... "What I want out of D&D is more important than what the industry professionals - whose job it is to know what their potential customers want out of D&D - think your average D&D player wants out of D&D."

Again, if you are looking for a game that is, at its core, about being able to chat up the faerie king, there are other games that do that better. There are not, however, other games that do getting together with your friends to kill nasty monsters, explore dangerous dungeons, and loot mythical treasure hoards better. And, thankfully, D&D lets you do all those things and can accommodate the occasional foray into the faerie world to have a sit-down with their king if the need arises.
 

Hello Dannager,

Others have addressed your somewhat defensive position re: James Wyatt. All I can add is: you don't have to strap on the armor and defender shields almost every time someone criticizes something related to 4e. Chill dude. Say your piece and move on - everyone's allowed to have an opinion.

So...your position is that if a creature isn't going to be in combat with the PCs, it still needs combat stats? Because we had that. In 3.X. It was awful and consumed way too much time and was way too hard to digest.
Creatures in the D&D world need stats and information so that the DM/GM is informed how to play with that creature in their game; be that combat, exploration or even as an ally. To overfocus on combat however is in my opinion a mistake. I think 3.5 and Pathfinder after it did a very good job with stat blocks and information (in particular their revisited lines) although they could be improved by utilizing the 4e ethos of displaying all information in the entry rather than leaving important information that still needs to be looked up. I think this would be important in any 5e going forward regarding monsters and their stat blocks and information.

Best Regards
Herremann the Wise
 

Hello Dannager,

Others have addressed your somewhat defensive position re: James Wyatt. All I can add is: you don't have to strap on the armor and defender shields almost every time someone criticizes something related to 4e. Chill dude. Say your piece and move on - everyone's allowed to have an opinion.

Accordingly, I am allowed to have an opinion on their opinion. These are discussion forums. They are for discussion. If the only point to this message board was to post opinions that were immune to disagreement or challenge, you'd be better of with a Facebook fan page.

Creatures in the D&D world need stats and information so that the DM/GM is informed how to play with that creature in their game; be that combat, exploration or even as an ally. To overfocus on combat however is in my opinion a mistake. I think 3.5 and Pathfinder after it did a very good job with stat blocks and information (in particular their revisited lines) although they could be improved by utilizing the 4e ethos of displaying all information in the entry rather than leaving important information that still needs to be looked up. I think this would be important in any 5e going forward regarding monsters and their stat blocks and information.

I disagree. Information is presented in a stat block for combat because combats require a certain degree of balance that is difficult to pull off on the fly, especially for new DMs. Very little - if any - balance is needed for a monster's or NPC's skills at exploration. And if the PCs could be reasonably expected to have the monster/NPC in question as an allly in combat, the stats are probably there.
 

If they're a monster, they get stats. If they're not a monster, they might get stats, depending on the expectation of their use. When I run a game, I do not stat up every one of the NPCs in my town on the off-chance that the PCs might fight them. Neither do you, and nor does anyone.
Amazingly, I'm agreeing with you up to here.
And neither, certainly, should WotC waste valuable design time and page real estate providing stats for creatures that 99% of DMs will not need stats for. The monster creation guidelines are as easy to use and straightforward as they are for a reason. DMs should and do craft their own NPC and monster stat blocks when the material provided does not exactly suit their campaign.
Let's back the truck up a few steps because I think there's a definition issue here. Am I right in thinking you are defining "monster" to include only those creatures that are or may easily become foes of the PCs? If so, that's where the divergence lies: I define "monster" as pretty much any creature that is not one or both of a) one of the kindred races (Human, Dwarf, Elf, etc.) or b) a natural normal non-predatory animal (deer, sparrow, salmon, etc.). A tiger is a monster because it is dangerous. A peaceful ki-rin is a monster because it is not natural. A mind flayer is a monster because it is both unnatural and dangerous.

The peaceful ones need stats too.
The higher you set the bar for a DM's knowledge (and, frankly, the level of system mastery you need to possess to create a monster according to the 3.X rules is high; the level of system mastery needed to do so on the fly is phenomenal), the more difficult you make it for people to play your game.
Agreed. However, there are two possible solutions:
1. Simplify the stat blocks immensely and then stat all creatures; or
2. Keep the stat blocks complex but don't stat out anything more than is absolutely necessary.

The designers went with #2. I think #1 is the better option if only because it does more of the DM's work for her both in statting out more variety of creatures and (with a simplfied stat block) making it easier to stat out her own if she still finds it necessary.

Lan-"defeating a monster with a sword is one thing, defeating one with mere non-magical words is another"-efan
 

Newer D&D, too.
Sure - I put the brackets on intentionally. Newer D&D is, however, much more up front about what the designers tried to design it to do well. I think this is a good thing.

Whether or not D&D was or is good at it isn't nearly as relevant as the fact that D&D was and is used for it. There are plenty of amazing stories I'm sure 4e players all over the world are experiencing this very week, regardless of the fact that one of the designers of 4e D&D claims that the game was never about that.
Stories are an emergent property; in all but the most dysfunctional playstyles, no-one knows up-front what the story will turn out to be. Ending up with a neat story is, of course, fun - but it can happen with pretty much any playstyle. Techniques to focus specifically so as to get a "good" story most (or, at least, more) of the time are almost completely alien to D&D. That doesn't mean that players won't want (or even expect, despite no real idea of how or why) a "good" story out of D&D, but it isn't a minute-to-minute concern in actual play. The rules structures and elements simply don't exist to allow that in D&D. Generally, as a result, there is a vague idea that the DM should "make it so" - even though one person making a story happen that is supposed to be generated by collaboration with others is a confused and illogical desire.

No system prevents players wanting, or trying to achieve, whatever play style they desire. Most (including all editions of D&D) don't even try to. But better systems will have a clear vision of what they want to support, as a play mode. When D&D was "the only game in town", many people, with many different preferences, played it even though it did not support their style well because it was that or write your own system. As more and more systems have been written, those who found that their preferred style was better supported by another system or systems drifted away to the system that suited them. I therefore regard this "schism" in D&D players as just a natural development of there being more than one actually different form of even D&D to play, now.

You can't make a game steeped in the tropes used in novels, movies, and other narrative works and expect people not to add a narrative dimension, even if you personally don't think it's "The Right Way To Play."
It has nothing to do with the "Right Way to Play", it has merely to do with what the game primarily supports. D&D has always primarily supported "challenge busting" style play; the latest editions are just honest about that. That doesn't mean there will be no stories - stories are simply the way human minds organise a mess ov events after the fact in order to relate them to others in a easily comprehensible manner; the story will emerge from the action of play, not be a focus during it.

I think gamist play is an essential element for a great D&D experience, I just believe that it is only one element. Necessary, but not sufficient.
Supposing, firstly, that by "gamist" we mean the same thing, and supposing that the epitome of all RPGs should mix in support for all styles, it seems to me that getting a game that is fully competent at just one style is a pretty good start. The next step after that is not mixing in more, but getting a game that is truly good at another style. And then another. And then you may be able to mix them. Trying to churn up everything together, when you have no tried and proven model for what works for the elements individually, seems hopelessly optimistic, to me.

Because, personally, if what I'm looking for is just a game, I have awesome multiplayer games at my fingertips with shiny graphics or interesting cardboard or plastic fobs that don't require 300 page rulebooks or coordinating 5-6 busy adults' schedules or even minor math or esoteric stylistic choices like pseudomedeival fantasy.
"Just a game"? Betraying your prejudices a little, there, I think ;)

The folk I play with are mostly fans of games of all types. D&D is, perhaps, the top end of the complexity scale, but it is also the top end of the "open-ended and fascinating" scale, so that evens out.

D&D needs to offer me something more robust than a game system, because those are done better, for me, with videogames or boardgames or cardgames than they could ever be done for a tabletop RPG.
Most cardgames and boardgames are far too short-term and ephemeral, for me. They are fun, but not the more satisfying sort of fun I gat from longer-term games. Decisions don't have repercussions over several sessions, which is a feature I like. Campaign miniatures wargames (as opposed to one-off battles) and some very few strategic computer games come close, but the cooperative-social nature of the RPG makes the social side much better with them than with either of the alternatives.

So, D&D does offer me more - it offers persistent, strategic gameplay with a strong social element. If that's "just a game" to you, then you are welcome to eschew it.

Which D&D were you playing? I haven't seen a D&D yet that has actually embraced the storytelling heart of the inspiration from which it draws. It's always, so far, been a combat system with other bits laid on top of it.
Yup, this is pretty much my point. D&D has always been primarily a resource management game centred around combat. I played from Original (brown booklet) through Basic and "Advanced" D&D before realisisng that it wasn't really giving me what I thought the medium was capable of. I didn't really understand what I wanted, at that point - but I though a more "realistic" system might do the trick.

Around 30 years later, and after playing hundreds of game systems (some briefly, some for extended periods) I have at least a passing idea of the fun "buzz points" I can get out of roleplaying games. And I have some ideas about how to approach getting each of them, from a rules perspective. 4E D&D hits most of the right buttons for a "gamist buzz" - which is to say the players concentrating on beating the challenge and giving out kudos amongst themselves for neat tactical moves and clever "gotchas" that arise from the logic of the rules. It's certainly not perfect, even for this. I wish there was a coherent non-combat challenge system that allowed the same kind of focus and "buzz", but I don't really want other in-play focus elements added in, because they will compromise what is there now.

Another type of focus is the "Thematic" focus. The "buzz" here lies in coming up with characters with 'interesting' needs or "issues" to resolve - and then addressing those issues in an interesting way. Systems that involve resource management - especially of a resource that indicates by its exhaustion the character's death - are really unhelpful to this focus of play. GM control of the scenes and "encounters" of play are really unhelpful for this focus of play. My overall conclusion is that a number of rules elements that make D&D 4E as good as it is as a "gamist" supporting RPG would need to removed or changed to make it a good "narrativist" supporting RPG. In other words, making D&D more narrativist will make it less good at what I value it for. It will, necessarily, be a compromise.

4e just does more to take away those other bits than other editions did, for various reasons. Reasons like believing that D&D was only a monster combat game and not also a storytelling game, or an exploration game, or a simulation game, or a game of political intrigue, or a game of harsh desert survival, or....the list of ways people have played and continue to play D&D goes on.
D&D is not "only a monster combat game", but it is "primarily a monster combat game".

Storytelling will always arise as an emergent property - Thematic focus has never been well supported by D&D for reasons I explained above.

Simulation you can do with any system (or without one at all), but any "exploration focus" game has to be specific to a particular game setting, almost by definition. D&D chooses to be "generic" to some extent in its setting; if it is to have rules firm enough, consistent enough and balanced enough to support "gamist focussed" play, then also being flexible enough to support a range of settings exploratively is mind-blowingly hard.

Political intrigue and desert survival - you can do those as challenges in a gamist game, easily. 4E handles them, albeit not that well; as I said above, I wish it had a better, while still gamist, resolution system for non-combat encounters.

Also, I'm explicitly interested in continuing on from 4e, not returning to the past. I've got precious little nostalgia, I mostly just want to play a game that meshes with how I would like my games to be. 4e doesn't currently meet those needs for me without a lot of finangling.
Before you can even recognise the system you want, I suggest that you need to figure out what the "key strands" are in your "ideal" mode of play, and figure out how they could be supported individually. Then, and only then, will you be able to see if a system that supports them all simultaneously is even possible, I would suggest.

Making it is part of "experiencing" it, and any game that has players is going to involve them as part of making the story. But that doesn't have much to do with anything else in your post. ;)
If you make the story you will inevitably experience it, but to experience it you do not need to have made it. "Experiencing" a story is simply a side effect of roleplaying - whatever the focus of its play. Or of reading a book. Or watching a film, or watching a play - or just living from day to day.

Ah. So because it hasn't been done before, clearly, it can never, ever be done? So I suppose all the work of game design is done forever and people can either play what already exists or be unhappy, since those are the only options?
No, I wouldn't say combining play focusses in one game, or supporting them with one system, can never be done. I would suggest, however, that having a suite of systems, each of which supports one focus of play really well, would be a far better starting place for developing the "ultimate system" that supports them all than where we are now. Until we understand what supports the various strands that we wish to include, making a system that "just does it all" is going to be hit and miss, at best.

I am skeptical of how well this point of view meshes with reality. ;)
I might say the same of your point of view - but at least both of us allow that we may be wrong ;)
 

I don't think DARKER AND EDGIER or Grimmification are any kind of great solution to any kind of problem, let alone a nonexistent problem like "nobody fights pixies."

Tastes vary, I suppose. I know that one of my best experiences in 3rd Edition was playing Living Greyhawk in the Geoff region, which had a lot of interaction with fairies at their most capricious - even amongst the ones theoretically on your side, you had to step very carefully and beware the slightest mispoken word.

That was an element of fairykind that, I felt, was not the 'default' in the core rules. And it made for an excellent experience... as composed to past occasions where pixies would crop up basically as... a joke.

Now, of course, as that very experience indicates, one could run 'darker' faeries without 4E being in the picture at all. But again, I don't think it was the default, and I think that was the focus of the statement - not to dismiss non-combat interactions with faeries, but to focus on making the fair folk into truly terrible beings (whether one fights them or not), rather than simply leave them as 'cute'.

I'll admit - that may be an overly generous reading, especially given the specific comparison about slaying monsters vs interacting with the little people. But I think the other elements of that statement, plus his own attitude as shown elsewhere, give a slightly different reading than the claim that he just dislikes all non-combat interaction.

Anyway, just my opinion, and I'll admit I have no special insight into his true meaning.
 

Dannager said:
if they're not playing D&D first and foremost because it's a fun way to get together with friends and experience the story of an adventurer who spends his or her time slaying monsters, exploring dungeons and looting treasures, you're probably better off playing a different RPG

Except, D&D doesn't do that very well for me now. Thus, it must change in order for me to be able to do that.

Because part of the story of that adventurer includes going through faerie rings and talking to the little folk, because that leprechaun has a damn fine pot of gold, and we're not going to be taking it from him unless we can befuddle the tricksters themselves!

Dannager said:
So you'd prefer to take a single sentence, extrapolate meaning from it beyond that which the speaker intended, and draw conclusions based on it without allowing the speaker to explain for himself? And I'm the one misrepresenting Wyatt?

You, not being James Wyatt, can't tell me what his intentions were behind that quote, so you'll forgive me if I don't think that your reinterpretation is "the speaker explaining for himself."

Dannager said:
Isn't it cool that 4e provides you with those stats? {the ones for doing things other than fighting monsters}

Actually, 4e either doesn't provide you with those stats (aside from Page 42's "Make 'em up yourself!" approach), or doesn't provide you with good stats...it's sort of like 3e's problem with grappling. When the rules exist (skill challenges, rituals), they're pretty lousy, so I just prefer to avoid it all together, unless I have a few extra hours to work on developing rules for me to use myself. Which, given the fact that I am a busy adult with a job and such, I don't frequently have.

And thus we encounter the problem of a game that's all about killin' monsters.

Which is something I'd fix in 5e.

"What I want out of D&D is more important than what the industry professionals - whose job it is to know what their potential customers want out of D&D - think your average D&D player wants out of D&D."

In a thread that asks how you would make a 5e? Yes. Absolutely.

In a world where 4e alienated a large portion of the player base and continues to under-serve people who want more out of it, showing that those 'industry professionals' failed to actually predict what their potential customers wanted? Yeah, sure.

4e is not the end of game design as we know it, perfect in its sterling everything. It, like every edition of the game, is a Work In Progress, whose flaws shall be addressed in multiple revisions. Being imperfect for me, I feel fully justified in giving my opinion on how I would hypothetically change it in a thread talking about how you would change the game.

If you don't think 4e could use any changes, and dread the idea of a 5e, you should probably get yerself to a different thread. ;)

There are not, however, other games that do getting together with your friends to kill nasty monsters, explore dangerous dungeons, and loot mythical treasure hoards better.

4e is not the best at this for me, which is why I would change it for 5e. It's really not that hard of a concept to grasp. 4e doesn't deliver the D&D experience I want. Its combats are too long, its exploration is too simplistic, its interaction is too dull, its minis grid requires too much setup, its investigation is too binary, its skill challenges are vanilla and dull, its rituals cost a permanent resource and don't give a lot of benefit, and so getting together with my friends to do any of those things that you think 4e does so well, leaves me wanting something better.

And I think 5e can be better.

And whatever form 5e takes, I'm sure that a lot of people will think it's better.

Even though it might do things like make combat quicker, or improve the skill challenge system, or, like Mearls pointed out in the recent Legends and Lore, add "noncombat powers" that key off of skills, since that would improve the noncombat element of the game.
 

Balesir said:
Newer D&D is, however, much more up front about what the designers tried to design it to do well. I think this is a good thing.

Yeah, I'd agree, being upfront about what the design intentions are is a good thing. I'm not so sure that 3e or 4e are that upfront to those not stepped in the game like we are, but, yeah, it's good to tell people what your game is there for.

Stories are an emergent property; in all but the most dysfunctional playstyles, no-one knows up-front what the story will turn out to be.

Stories aren't emergent, though the events in them are. Stories come from three elements: Character, Conflict, and Resolution. Every game of D&D has this, every game of D&D has a story. What the characters are, what the conflict is, and what the resolution turns out to be are all in flux in a good game of D&D, but those elements do all exist, and so there is a story.

It has nothing to do with the "Right Way to Play", it has merely to do with what the game primarily supports.

There's no reason for D&D to support only one way to play. Mearls seems to acknowledge this in his statements that D&D groups play in different ways, and that D&D should be able to hit all of those ways of play.

Yup, this is pretty much my point. D&D has always been primarily a resource management game centred around combat.

That doesn't mean it is limited to that. Part of the d20 System's success and ubiquity can be blamed on the fact that it let you do new things with D&D that you've always wanted to do, but never could before.

That element is key, but it's not the only thing that D&D should be able to do. My 5e would embrace many different playstyles.

Supposing, firstly, that by "gamist" we mean the same thing, and supposing that the epitome of all RPGs should mix in support for all styles, it seems to me that getting a game that is fully competent at just one style is a pretty good start. The next step after that is not mixing in more, but getting a game that is truly good at another style. And then another. And then you may be able to mix them. Trying to churn up everything together, when you have no tried and proven model for what works for the elements individually, seems hopelessly optimistic, to me.

I can see that, but I don't think there's a great choice. A game that's just about traipsing through faerie rings and talking to the little people would likely bomb (at least from WotC's perspective; I guess an itty bitty indy publisher could do fine on it). The elements need to mix for the game to offer something for everyone. Personally, I think that by paying attention to the combat system, and viewing how that core system of HP, limited-use abilities, LTR, AC, and Saves/Defenses works to engender an emotional state in the player can provide plenty of insight into how to do this in other areas of the game.

So, D&D does offer me more - it offers persistent, strategic gameplay with a strong social element. If that's "just a game" to you, then you are welcome to eschew it.

Hmm... How does it do this in a way that, say, Axis and Allies, or World of Warcraft doesn't? The former is endlessly variable and strategically rewarding with people in the room next to you, the latter is endlessly variable and strategically rewarding with people over the internet (but still other people). If that's what you're looking for, what's unique about D&D in meeting it?

If you make the story you will inevitably experience it, but to experience it you do not need to have made it. "Experiencing" a story is simply a side effect of roleplaying - whatever the focus of its play. Or of reading a book. Or watching a film, or watching a play - or just living from day to day.

Suffice it to say that I believe that games cannot fundamentally be passive experiences. If they're to be good, they're to be active experiences, which is going to require more than just listening to a DM tell his tale. ;)

Until we understand what supports the various strands that we wish to include, making a system that "just does it all" is going to be hit and miss, at best.

Personally, I think that's OK. I'd rather do something that hits in some areas, and misses in others, and then iterate on the parts that missed, rather than something that only tries one thing, and either succeeds or fails entirely on that narrow selection. This is part of why I'd iterate on 4e. 4e does many things pretty dang well (encounter powers and short rests are dang good ideas!), and those things I would keep. It does some things rather horribly (anything outside of combat, or short combats), and those things I would iterate on, develop more, and produce polished systems for.

I might say the same of your point of view - but at least both of us allow that we may be wrong

Yeah, a system that tries to "do it all" might end up not doing much very well. But given a strong starting point (4e) and a dedication to getting those other elements right, I'm pretty confident about the possibilities of a positive outcome. At least, more confident than I am about the ability of a team to produce a game about faerie rings and have it meet even modest sales goals. ;)
 

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