Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Evolutions You Like and Dislike [+]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 9843178" data-attributes="member: 2067"><p>Big 3 Likes:</p><ul> <li data-xf-list-type="ul">Actually thinking about game design. D&D was designed by vibes for a long time before anyone thought about the impact those mechanics would have in play. Starting at about 3e, the people at the helm started thinking more about how to actually use the rules at the table, and it's been a huge benefit. Bounded accuracy, advantage/disadvantage, class balance, unified XP tables, these are very good things. </li> <li data-xf-list-type="ul">Imagination & Inclusivity. A more diverse game that is less closely wedded to specific historical or fantasy tropes is a game that can explore ideas and themes and kinds of fun that weren't in the original. D&D is fundamentally a game (a toy, some might say) about make-believe, and that is something that should be celebrated and encouraged.</li> <li data-xf-list-type="ul">Simplicity-focused design. This is sort of a combo of the above points in that the threshold for playing D&D is already VERY high. We do not need it to be any higher than necessary. Character builds and feat tier lists and such are things that the game has been moving away from, and this is Good. </li> </ul><p></p><p>Big 3 Dislikes:</p><ul> <li data-xf-list-type="ul">Encounter focus over Dungeon/Narrative focus. Attrition, resource management, strategic thinking, these are good bits of game design that deserve to be leveraged over a whole session. Combats should be fast and tight, as part of an overall experience in the session, but they are in practice meandering and heavy with too many decision points, too much time dedicated to them, and with most of the fun buttons being things you get to do in a fight, it steals focus from the other areas of the game. This kind of crystalized for me after seeing what <em>Draw Steel</em> is, in that I am not looking for a monster fighting game for my TTRPG. Monster fighting is necessary in my TTRPG, but I do not want to play a game that is ABOUT monster fighting. </li> <li data-xf-list-type="ul">Lack of innovation on the Social / Exploration side. There's been a little, but I think it's an area that TTRPG designers in general are challenged by. In a game of make-believe, it's easy enough to pretend to have a conversation or describe an exploration, but there's a lack of impactful options, tactics, or strategy here that can be addressed. There are ideas and mechanics out there, but they're foreign enough to D&D and often lack D&D's characteristic crunch. Some OSR games are doing interesting things with exploration that future D&D could back into (encumbrance, light, etc.). The social side is still very much in "Do whatever you can imagine!" territory, which doesn't help players who need a bit more. Ironically, the improvements in Alignment's rules have made this a bit worse as editions have marched on.</li> <li data-xf-list-type="ul">B R A N D I N G. D&D as a brand to market rather than as a product to be sold. Aesthetics and tropes without much significance or meaning. "I understood that reference!" without understanding why things are that way or what power they have. Stop just looting cool stuff and think about why those cool things are the way they are, please and thank you. </li> </ul></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9843178, member: 2067"] Big 3 Likes: [LIST] [*]Actually thinking about game design. D&D was designed by vibes for a long time before anyone thought about the impact those mechanics would have in play. Starting at about 3e, the people at the helm started thinking more about how to actually use the rules at the table, and it's been a huge benefit. Bounded accuracy, advantage/disadvantage, class balance, unified XP tables, these are very good things. [*]Imagination & Inclusivity. A more diverse game that is less closely wedded to specific historical or fantasy tropes is a game that can explore ideas and themes and kinds of fun that weren't in the original. D&D is fundamentally a game (a toy, some might say) about make-believe, and that is something that should be celebrated and encouraged. [*]Simplicity-focused design. This is sort of a combo of the above points in that the threshold for playing D&D is already VERY high. We do not need it to be any higher than necessary. Character builds and feat tier lists and such are things that the game has been moving away from, and this is Good. [/LIST] Big 3 Dislikes: [LIST] [*]Encounter focus over Dungeon/Narrative focus. Attrition, resource management, strategic thinking, these are good bits of game design that deserve to be leveraged over a whole session. Combats should be fast and tight, as part of an overall experience in the session, but they are in practice meandering and heavy with too many decision points, too much time dedicated to them, and with most of the fun buttons being things you get to do in a fight, it steals focus from the other areas of the game. This kind of crystalized for me after seeing what [I]Draw Steel[/I] is, in that I am not looking for a monster fighting game for my TTRPG. Monster fighting is necessary in my TTRPG, but I do not want to play a game that is ABOUT monster fighting. [*]Lack of innovation on the Social / Exploration side. There's been a little, but I think it's an area that TTRPG designers in general are challenged by. In a game of make-believe, it's easy enough to pretend to have a conversation or describe an exploration, but there's a lack of impactful options, tactics, or strategy here that can be addressed. There are ideas and mechanics out there, but they're foreign enough to D&D and often lack D&D's characteristic crunch. Some OSR games are doing interesting things with exploration that future D&D could back into (encumbrance, light, etc.). The social side is still very much in "Do whatever you can imagine!" territory, which doesn't help players who need a bit more. Ironically, the improvements in Alignment's rules have made this a bit worse as editions have marched on. [*]B R A N D I N G. D&D as a brand to market rather than as a product to be sold. Aesthetics and tropes without much significance or meaning. "I understood that reference!" without understanding why things are that way or what power they have. Stop just looting cool stuff and think about why those cool things are the way they are, please and thank you. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Evolutions You Like and Dislike [+]
Top