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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="GlassJaw" data-source="post: 2997703" data-attributes="member: 22103"><p>OK, I sense this thread is getting back on track so I might as well jump back in. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>As Wulf pointed out (in the way only Wulf can <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ), I think everyone has agreed that this is what happens in a traditional D&D campaign. Once you start tinkering with the core system, especially with regards to magic, you aren't running a "traditional" D&D campaign anymore.</p><p></p><p>And I'm perfectly fine with that.</p><p></p><p>I think something that gets lots in these mechanical discussions is the type of campaign, play style, challenges, etc you are trying to emulate with the rules. <em>The rules should fit the story, not vice versa.</em> </p><p></p><p>I think WotC is quite guilty of this lately. They have made a conscious decision to design for the Gamist only. I say a better design uses a Storyteller mindset to determine what rules are necessary, and then to design those rules with a Gamist in mind. In other words, fluff first, then crunch.</p><p></p><p>Which is one of my biggest problems with by-the-books D&D: It forces you to play a certain way. I want to be able to tell stories without having to worry about the PC's being able to teleport to wherever they need to go. Core D&D is crunch first. </p><p></p><p>In core D&D, the level range (i.e. the Sweet Spot) in which this type of <em>story </em>is possible, and in which the d20 roll is more relevant, is around 5-8 (give or take a level or two).</p><p></p><p>So if the stories you want to tell are lower-magic than the core rules, so be it. If you need to change the rules to extend your sweet spot and call it a low-magic campaign, go for it. And perhaps my goal for this thread is different than everyone elses. I do think that extending the sweet spot of the core rules without substantial changing is incredibly difficult. It's not impossible, but it's certainly easier to remove or change bigger chunks of the rules than rethink the whole system (like what Cheiromancer suggested - great post by the way).</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2997703, member: 22103"] OK, I sense this thread is getting back on track so I might as well jump back in. :D As Wulf pointed out (in the way only Wulf can ;) ), I think everyone has agreed that this is what happens in a traditional D&D campaign. Once you start tinkering with the core system, especially with regards to magic, you aren't running a "traditional" D&D campaign anymore. And I'm perfectly fine with that. I think something that gets lots in these mechanical discussions is the type of campaign, play style, challenges, etc you are trying to emulate with the rules. [I]The rules should fit the story, not vice versa.[/I] I think WotC is quite guilty of this lately. They have made a conscious decision to design for the Gamist only. I say a better design uses a Storyteller mindset to determine what rules are necessary, and then to design those rules with a Gamist in mind. In other words, fluff first, then crunch. Which is one of my biggest problems with by-the-books D&D: It forces you to play a certain way. I want to be able to tell stories without having to worry about the PC's being able to teleport to wherever they need to go. Core D&D is crunch first. In core D&D, the level range (i.e. the Sweet Spot) in which this type of [I]story [/I]is possible, and in which the d20 roll is more relevant, is around 5-8 (give or take a level or two). So if the stories you want to tell are lower-magic than the core rules, so be it. If you need to change the rules to extend your sweet spot and call it a low-magic campaign, go for it. And perhaps my goal for this thread is different than everyone elses. I do think that extending the sweet spot of the core rules without substantial changing is incredibly difficult. It's not impossible, but it's certainly easier to remove or change bigger chunks of the rules than rethink the whole system (like what Cheiromancer suggested - great post by the way). [/QUOTE]
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