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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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 Monster Manual (2025)
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="Remathilis" data-source="post: 9553356" data-attributes="member: 7635"><p>I suspect that is the case as well: outside of the more diehard fans who liked getting under the hood, the rules weren't streamlined or intuitive enough to let DMs just make a monster. </p><p></p><p>But on the other hand, I think the biggest pattern I did see is a lot less "get under the hood and tinker" support. Especially in the DMG. Less variant rules, less support for complicated rule creation (species or subclasses) etc. The areas they do focus on giving you tools for (adventure design, world-building, smaller rules like backgrounds and spells) still keep the game hemmed in at the borders. Ie: build an adventure or campaign using the tools we've given you vs make your own tools.</p><p></p><p>I suspect there are a couple of reasons why this is.. First, I suspect it is to reinforce a specific style of play (broad as it may be) as the D&D style and ceding other styles to 3pp games (which after 20 years and an unsuccessful attempt to roll back the OGL, they realize are never going away). In that regard, it feels a bit like 4e; focus on what they feel is the core game experience and cater to that. Second, I think that they realize anyone looking for an alternative to D&D has or will find it! So there is less need for D&D to provide its own kitbashing tools. Lastly, I think they are acknowledging that most DMs aren't actually good game designers, despite what they think. The casual players and DMs will be content using the prefab stuff with some minor edits and reflavoring, while the more hardcore and gifted well move into the realm of design and need/use far more sophisticated tools than the DMG could provide anyway. </p><p></p><p>I suspect there are a few other elements as well (it helps sell supplements and is easier to support using digital tools if there are finite limits) but I don't think those are the big reason for the shift. I just think it's an acknowledgement that D&D is a game and not a toolbox. It doesn't have to be able to support a variety of different things, it just needs to support the core D&D experience and variations there of. </p><p></p><p>And while some people may lament this narrowing of D&D's focus, I like to think of it as a gift to the 3pp community. They are ceding ground to other games to fill niches that D&D doesn't. Look at 5e Middle Earth, a game built on 5e assumptions but so radically different that you could never make it using D&D core books no matter how good the DM toolbox was.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9553356, member: 7635"] I suspect that is the case as well: outside of the more diehard fans who liked getting under the hood, the rules weren't streamlined or intuitive enough to let DMs just make a monster. But on the other hand, I think the biggest pattern I did see is a lot less "get under the hood and tinker" support. Especially in the DMG. Less variant rules, less support for complicated rule creation (species or subclasses) etc. The areas they do focus on giving you tools for (adventure design, world-building, smaller rules like backgrounds and spells) still keep the game hemmed in at the borders. Ie: build an adventure or campaign using the tools we've given you vs make your own tools. I suspect there are a couple of reasons why this is.. First, I suspect it is to reinforce a specific style of play (broad as it may be) as the D&D style and ceding other styles to 3pp games (which after 20 years and an unsuccessful attempt to roll back the OGL, they realize are never going away). In that regard, it feels a bit like 4e; focus on what they feel is the core game experience and cater to that. Second, I think that they realize anyone looking for an alternative to D&D has or will find it! So there is less need for D&D to provide its own kitbashing tools. Lastly, I think they are acknowledging that most DMs aren't actually good game designers, despite what they think. The casual players and DMs will be content using the prefab stuff with some minor edits and reflavoring, while the more hardcore and gifted well move into the realm of design and need/use far more sophisticated tools than the DMG could provide anyway. I suspect there are a few other elements as well (it helps sell supplements and is easier to support using digital tools if there are finite limits) but I don't think those are the big reason for the shift. I just think it's an acknowledgement that D&D is a game and not a toolbox. It doesn't have to be able to support a variety of different things, it just needs to support the core D&D experience and variations there of. And while some people may lament this narrowing of D&D's focus, I like to think of it as a gift to the 3pp community. They are ceding ground to other games to fill niches that D&D doesn't. Look at 5e Middle Earth, a game built on 5e assumptions but so radically different that you could never make it using D&D core books no matter how good the DM toolbox was. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Monster Manual (2025)
Top