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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="doctorbadwolf" data-source="post: 8267801" data-attributes="member: 6704184"><p>As others have described, it’s more like using the hammer I have instead of getting a more specialized hammer, and what I describe as what I do is indeed analogous to getting a screwdriver when I need to screw something, and then going back to the hammer. </p><p> </p><p>Another good analogy would be a job where self tapping screws are the specialized tool relevant to the job, but I’m not up to going to the store for them, so I just drill the hole and then use the screwdriver bit on my power drill. </p><p> </p><p>D&D is a tool for telling stories. I’m telling stories. I’m using the right general type of tool for the job, I’m just not going out and getting the specialized tool if I can make the general use tool work instead. I have plenty of specialized tools (both in the analogy and IRL), and I like using them when they’re appropriate, but I’m always going to go take the time to unpack them when I can more quickly just use a hammer or screwdriver or ratchet to get the job done to my satisfaction. </p><p></p><p>I’ve never said that. </p><p></p><p><em>Le sigh...</em>for goodness sake. Well, then, clearly if someone who knows the rules of the game mentions enforcing disadvantage in dim light, that is what they’re referring to. </p><p>Im not going to engage directly and point by point with the rest of your post because it is a rant.</p><p>I will address a few ideas.</p><p>First, the whole vision nitpick. A character with darkvision still has disadvantage in darkness, because they treat it as dim light. Enforcing that helps create the tension and fear of the scenario. Also Warlocks don’t see better in dim light, so unless they have darkvision that ability will only take them so far, and they’ll still have allies who need light either way. </p><p> </p><p>Re: the advice thing, and taking offense at someone not appreciating your advice to not do a thing because you tried it and it didn’t work for you. It’s gain about how you give the advice. If you tell someone that your experience is that it doesn’t work in D&D, and either leave it at that or describe why it didn’t work, without just telling them “D&D cant do that play something else”, they probably won’t take offense. They also probably won’t change their mind about running horror in D&D, but going the other way won’t make them change their kind either. They will be aware of some of the pitfalls that they need to plan for, though, which is helpful. </p><p> </p><p></p><p>D&D doesn't require that. I’ve seen horror done in 5e. It doesn’t require taking things out of the game. It requires a “trap hook” that makes it impossible to just leave, and an environment and creature(s) tailored to force the PCs to be clever and lucky in order to survive. It’s easier at lower levels, but still possible at higher levels. </p><p></p><p>Flummoxed =\= upset. You came into this thread angry and aggressive, and have been nothing but combative ever since, taking umbrage with every little thing, taking the most negative possible outlook on the posts of anyone who disagrees with you. </p><p></p><p>It’s exhausting. Please stop. </p><p></p><p>Yes, though I would say that the planning stage can become <strong>effectively</strong> “mid-campaign” at a certain point, in terms of how likely a group is to change systems from the planned game. </p><p></p><p>So, IME, having done it quite a lot in 5e, and to some degree in most games I’ve run, you don’t need to do nearly that much work. </p><p></p><p>The balance of 5e is just not fragile. The game is roughly balanced, not finely balanced, and that works in the favor of adding or changing things. It’s not just that, though. 5e, unlike other editions, doesn’t change accuracy math much over levels, level 1 characters can hit high CR critters without critting, which is impossible in at least the last two editions, damage by level is very transparent on the PC side, and IME it’s easy to eyeball what non-damage effects belong at what levels, generally. The action economy is also pretty easy to grok.</p><p></p><p>All those things mean that when I make a houserule, I generally get what I expect from it, and in the cases where I don’t, it’s easy to adjust and keep playing. </p><p></p><p>It is completely valid to not want to mess with any of that, of course.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8267801, member: 6704184"] As others have described, it’s more like using the hammer I have instead of getting a more specialized hammer, and what I describe as what I do is indeed analogous to getting a screwdriver when I need to screw something, and then going back to the hammer. Another good analogy would be a job where self tapping screws are the specialized tool relevant to the job, but I’m not up to going to the store for them, so I just drill the hole and then use the screwdriver bit on my power drill. D&D is a tool for telling stories. I’m telling stories. I’m using the right general type of tool for the job, I’m just not going out and getting the specialized tool if I can make the general use tool work instead. I have plenty of specialized tools (both in the analogy and IRL), and I like using them when they’re appropriate, but I’m always going to go take the time to unpack them when I can more quickly just use a hammer or screwdriver or ratchet to get the job done to my satisfaction. I’ve never said that. [I]Le sigh...[/I]for goodness sake. Well, then, clearly if someone who knows the rules of the game mentions enforcing disadvantage in dim light, that is what they’re referring to. Im not going to engage directly and point by point with the rest of your post because it is a rant. I will address a few ideas. First, the whole vision nitpick. A character with darkvision still has disadvantage in darkness, because they treat it as dim light. Enforcing that helps create the tension and fear of the scenario. Also Warlocks don’t see better in dim light, so unless they have darkvision that ability will only take them so far, and they’ll still have allies who need light either way. Re: the advice thing, and taking offense at someone not appreciating your advice to not do a thing because you tried it and it didn’t work for you. It’s gain about how you give the advice. If you tell someone that your experience is that it doesn’t work in D&D, and either leave it at that or describe why it didn’t work, without just telling them “D&D cant do that play something else”, they probably won’t take offense. They also probably won’t change their mind about running horror in D&D, but going the other way won’t make them change their kind either. They will be aware of some of the pitfalls that they need to plan for, though, which is helpful. D&D doesn't require that. I’ve seen horror done in 5e. It doesn’t require taking things out of the game. It requires a “trap hook” that makes it impossible to just leave, and an environment and creature(s) tailored to force the PCs to be clever and lucky in order to survive. It’s easier at lower levels, but still possible at higher levels. Flummoxed =\= upset. You came into this thread angry and aggressive, and have been nothing but combative ever since, taking umbrage with every little thing, taking the most negative possible outlook on the posts of anyone who disagrees with you. It’s exhausting. Please stop. Yes, though I would say that the planning stage can become [B]effectively[/B] “mid-campaign” at a certain point, in terms of how likely a group is to change systems from the planned game. So, IME, having done it quite a lot in 5e, and to some degree in most games I’ve run, you don’t need to do nearly that much work. The balance of 5e is just not fragile. The game is roughly balanced, not finely balanced, and that works in the favor of adding or changing things. It’s not just that, though. 5e, unlike other editions, doesn’t change accuracy math much over levels, level 1 characters can hit high CR critters without critting, which is impossible in at least the last two editions, damage by level is very transparent on the PC side, and IME it’s easy to eyeball what non-damage effects belong at what levels, generally. The action economy is also pretty easy to grok. All those things mean that when I make a houserule, I generally get what I expect from it, and in the cases where I don’t, it’s easy to adjust and keep playing. It is completely valid to not want to mess with any of that, of course. [/QUOTE]
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