D&D General D&D Evolutions You Like and Dislike [+]

Nothing in the D&D rules suggests that Dragonblood has such power. If in your campaign they have, maybe then the Dragonborns are just a species that happens to be dragonlike. Maybe they're pseudodragon-blooded, or they came into existence merely because of lesser species existing in the vicinity of dragon, kinda a mutation from the power radiating from dragons. Maybe the Gods actually cursed the Dragonborn to be that weak, because the Dragons overstepped when they created their own servant species, but they didn't feel - or fear - going against the Dragon themselves.

Meh, here I am again, trying to explain people how to use some imagination to find solutions for imaginary players in imaginary campaigns...

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I agree that I like that D&D both in game rules and among the community talks more directly about how to deal with common "social" issues, like disruptive players or GMs, settling the bounds of what people are okay for topics and what they can't stomache.
Yes, it's how I view dragons and dragon blood. And I'm fully capable of imagining anything. It's not about being able to imagine a justification for weak dragonborn. It's that such justifications fall short of how I view dragons. The game is Dungeons and Dragons. I've always felt that dragons were weaker than they should be in most of the editions. 3e came very close, though.
 
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Meh, here I am again, trying to explain people how to use some imagination to find solutions for imaginary players in imaginary campaigns...
not that you needed to…

Now the original mechanics for dragonborn are just sitting in the PHB not really attached to anything. If someone wanted to make up a new non-dragonish race that used those mechanics, I'd be game to come up with something with them.
 

Every game has totally new players? You don't keep the same players from campaign to campaign?
Last time I changed over campaigns the previous one finished with 10 players (in two groups run on different nights). The new one, considerably and intentionally pared down, started with 4 players, 2 of whom were brand new to our crew. As the game went on we took in more players, while some left (and then returned); there's been 14 in total over the years with a high point of 8 at once (again in two groups on different nights). Right now it's back down to 4, only one of whom was in the original 4; and he was out for something like 8 years before returning in 2024.

A good analogy here would be the turnover of members in a long-running band such as Yes or Deep Purple.
I'm just asking because if I was to infer from the comments on this board, most DMs design a campaign world for themselves and allow options that they would also be willing to play, creating a game completely centered on their own tastes and no thought is given to the players.
I kinda take it as a given that most DMs (if not running completely stock e.g. AL play) are in large part developing and running a game or style that, if someone else ran it, they'd like to play in. This to me isn't controversial in the slightest.
Akin to inviting people over to a party and serving only your favorite foods and hoping the other guests have the same food preferences as you (or will just suffer in silence if they don't).
Easily solved by having people bring their own snacks if they so desire.
 

I mean, if I was designing a setting without knowing who the players were (I wouldn't, but hypothetically), I would make the setting as open and approachable as possible.
Where I'll design the setting I want to run and if others are interested enough to play in it, good. If not, clearly I've done it wrong and need to start over.

Dragging this, kicking and screaming, back to the thread's original topic, this is one evolution I'm not all that keen on: the slow steady transfer of setting control from DMs over to players*. The setting, game world, etc. started out as completely+ within the DM's purview; he could fairly freely choose what to include or leave out. Now, there seems to be much more of an expectation that the DM is supposed to bend the setting to suit the players' tastes-preferences-whims even if-when doing so goes against what the DM would prefer to run.

* - some indie games have dialled this process to 11, for better or (IMO) worse.
+ - the stronghold-building rules in the 1e DMG notwithstanding, before anyone brings that up.
 



Well, yes; to me that's always been the default way to do it.

Recruiting players first and then spending weeks/months designing the campaign risks those players losing interest, or finding something else to do instead, in the meantime.

The "weeks/months designing the campaign piece" is, to me, essential; while I can quite well start out with a town, a dungeon, and nothing more, I've learned the hard way that long-term internal consistency is way easier to maintain if the setting's framework and history is in place before the puck is dropped.

My turn around times about two weeks and 20 hours. Ive probably been thinking about next campaign 6 months in advance and briad strikes already discussed it.

If required I can grab a starter set, buy time and campaign after that.
 

The idea that 5e is intended to be cosmopolitan isn't correct. In the PHB is tells the players as the very first thing to check with the DM to see what kind of game he is going to run. In the DMG under settings it tells the DM to let the players know about the setting expectations so that they can figure out what kinds of characters they can make.

Page number if its 2024? I recall it fom 5.0 dont remember 5.5 (not doubting you its been a year+).
 

Or at the absolute least, you'd want to design it so that the top, say, six or eight most-played races are clearly given space for if players would want to pick them. Right? Like why would you intentionally design a setting knowing that you're excluding stuff folks are very likely to ask for?

As of the last time we got any data (collected in 2023, so the last hurrah of 5.0), that would look like this: Human, Elf, Dragonborn, Tiefling, Half-Elf, Dwarf, Halfling, Half-Orc. And this ain't no random showing either. Per the numbers (or rather best guesstimate because they used a crappy, inconsistent scale for a bar graph!!! :mad:), humans were somewhere north of 700k, elves somewhere north of 500k, and dragonborn about midway between 500k and 200k--call it 350k. My very rough estimate is that the bar chart contains around 2.8-2.9 million characters, so this indicates dragonborn are shockingly close to 1/8th of all characters, or at least they were in 2023.

Is it really all that wise, if one is drafting a brand-new setting for strangers you've never met, to make no room for an option used by an eighth of all players? Seems like a pretty unwise choice to me.
If the following two things were true.....

--- I'm designing a 5e or 5e-adjacent setting and-or game
--- I'm designing for complete strangers

...then what you say here would be quite valid.

However, in my personal case neither of those is true. I'm designing a 1e-adjacent setting and-or game for an as-yet unknown subset of the people I either already know or will have got to know by the time I'm finished. It's the "as-yet-unknown subset" piece that makes me say, while still designing, that I've no idea who the actual players will be when I'm done: I might or might not know who I'll be inviting in and have no way of knowing whether they'll accept.
So...it's not an infinite laundry list of every possible thing imaginable. It's almost entirely well-precedented options, with the sole exception being the extremely popular "newcomer", if "existed for three editions running (aka over two decades)" somehow manages to still qualify as "newcomer". It's not wild ridiculous crap--it's a long-term, durable trend, over nearly a decade of data collection.
As for Dragonborn specifically and PC-playable Draconics in general, I was forever put off the entire concept by my experiences with a Half-Dragon in the 3e game I played. That character, played almost entirely for power reasons, turned out to be wildly overpowered for its level* and wasn't exactly a shining advertisement for introducing Draconic PCs into our 1e-like system.

* - the only thing that reined it in a bit was the blessings of random chance: it consistently rolled poorly for its hit points on level-up.
If one is going to draft a brand-new setting for unknown players, excluding dragonborn is almost as likely to cause problems as excluding elves!
It's funny how things turn out.

For story reasons, when designing my current setting/game I was thiiiiis close to banning Elves as PC-playable, as my long-term idea was to set Elves up as (in general) the bad guys. Kept 'em as PC-playable in the end, but tried to soft-discourage players from taking them.

Fast-forward 18 years and of the 8 most-played characters in my game, 5 of them are Elves and a 6th started out as an Elf before a reincarnation accident turned her into a Hobbit (the other two are a Hobbit and a Human). Even with that, though, the Elves-as-bad-guys story still more or less worked out.
 

The DM who I routinely comment on here had a nasty habit of deciding he didn't like specific things after he already okayed them. Not because they were too powerful or game breaking, but because on further reflection he didn't like the idea of it. Early on, in 2e, he decided he didn't like druids after the one and only 2e druid I saw play was made. He conveniently critted that player and they rolled up something else. (He admitted that years later). My sole experience with it was rolling up a 3.5 bard with the sublime chord prc (which was designed to trade out bard abilities for higher level spells). Or was originally a one shot game but people liked it enough to keep going, but the DM came down on everyone to change their characters up because "they were fine for a one shot, but not an ongoing campaign" and specifically my prc was on the chopping block. I actually think he killed that game with that since we never did pick it back up.

I hate inconsistent DMing. Ive seen it in action and inherited players who love how i do it. RAW and I let you know upfront if I've houseruled.

Some things are on a watch list.ill likely ban them later but right now its fine.

It would have to be really gamewarping for me to change an ability (read ban) on the spot.

A flying twilight cleric with silvery barbs on Eberron with poten dragonmark would be up there to get nerfed (or just say no).
 
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