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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Developer Video on Druid/Paladin/Expert Feedback
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="MNblockhead" data-source="post: 8968198" data-attributes="member: 6796661"><p>That is a tough problem for designers to address. If the DM isn't into survival, resource management, traps, combat, or any other piece of (or entire) pillar of play assumed by the game, it is going to reduce the effectiveness and fun of playing certain classes and subclasses. How do game designers address this without chiding DMs on engaging in bad-wrong-fun?</p><p></p><p>The first thing is to ensure that all classes are able to meaningfully contribute to all pillars of play. I think this is where the designers have been giving most of their attention. The main issue I have with their attempts is that I feel that their is less themetic flavor to the classes because by removing the need to have a certain class, you are spreading competency in all areas to all classes. At higher levels, magic users can basically outshine other classes or negate the need for other class's core thematic abilities. This would be less of an issue if magic wasn't so reliable and safe in D&D. If you had some risk to casting spells, like DCC imposes, then you would more likely want to rely on the thief or ranger to do their things rather than risk a bad result or losing a spell for the day. You still have the option to let magic solve an issue when in dire straits, but it wouldn't be your default choice. </p><p></p><p>The second thing is to have well designed mechanics for all pillars of play that make it feel more core to the game as well as more interesting to run. Some groups are just not going to be into hex crawls and detailed resource management. I find 4e-inspired group skill challenges are a good way to still make exploration-pillar skills meaningful without have to spend a lot of time on playing through travel, hex by hex, for groups that are not into that.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8968198, member: 6796661"] That is a tough problem for designers to address. If the DM isn't into survival, resource management, traps, combat, or any other piece of (or entire) pillar of play assumed by the game, it is going to reduce the effectiveness and fun of playing certain classes and subclasses. How do game designers address this without chiding DMs on engaging in bad-wrong-fun? The first thing is to ensure that all classes are able to meaningfully contribute to all pillars of play. I think this is where the designers have been giving most of their attention. The main issue I have with their attempts is that I feel that their is less themetic flavor to the classes because by removing the need to have a certain class, you are spreading competency in all areas to all classes. At higher levels, magic users can basically outshine other classes or negate the need for other class's core thematic abilities. This would be less of an issue if magic wasn't so reliable and safe in D&D. If you had some risk to casting spells, like DCC imposes, then you would more likely want to rely on the thief or ranger to do their things rather than risk a bad result or losing a spell for the day. You still have the option to let magic solve an issue when in dire straits, but it wouldn't be your default choice. The second thing is to have well designed mechanics for all pillars of play that make it feel more core to the game as well as more interesting to run. Some groups are just not going to be into hex crawls and detailed resource management. I find 4e-inspired group skill challenges are a good way to still make exploration-pillar skills meaningful without have to spend a lot of time on playing through travel, hex by hex, for groups that are not into that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Developer Video on Druid/Paladin/Expert Feedback
Top