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
DMG 5.5 - the return of bespoke magical items?
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="Lanefan" data-source="post: 9502586" data-attributes="member: 29398"><p>I'm not concerned with whether the optional rules level the playing field, tilt the playing field, or stand the playing field on its ear. I'm instead talking about the desirability (or not) of a) having a base system with lots of optional rules or b) incorporating as many of those optional rules into the base system as possible, maybe by only presenting several options without presenting a baseline or "core" version of a rule.</p><p></p><p>An example* of the latter: D&D could (and 5e kind-of has) say that for initial stat generation you have to use one of the following three optional systems: dice roll, point-buy, or standard array (and would then go on to explain the details of each one). That way, stat generation itself is core but the means of doing so are entirely optional.</p><p></p><p>* - presented as an example only, as I personally would never support it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Problem with that is it forces you to limit your potential audience.</p><p></p><p>I'd rather design a system that can equally well handle fantasy Vietnam, big damn heroes, high-drama story arcs, courtly intrigue play, rogue-like play, West Marches sandboxes, heists and treachery, short fast adventure paths, 10+-year campaigns, imbalanced characters, balanced characters, mismatched levels, no magic, high magic, monty haul, and whatever else the customer base decides to throw at it.</p><p></p><p>And yes, "equally well for all" is almost certainly going to mean "not perfectly well for any given one". And that's good, because it means we can in theory all use the same system for whatever we want it for.</p><p></p><p>As it stands there's several styles on that list 5e can't touch without massive kitbashing, which is why I don't play or run it. The right mash-up of BX-1e-2e, while still not perfect, easily gets a whole lot closer. Why is that? Two reasons: 1) they weren't designed to be as mathematically "tight" as the WotC versions thus allowing it more latitude in function and 2) they were built on discrete-subsystem design, which makes them far easier to tweak to suit one's preferences.</p><p></p><p>A fine sentiment in theory, but in practice it risks binding the DM (and-or the whole game) in the straitjacket of predictability.</p><p></p><p>Reliable = predictable. Predictable = boring.</p><p></p><p>At least we agree on that much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>And if that commitment consists of "here's the basic rules framework and here's a bunch of options you can use to build your own system on to that framework", isn't that good enough?</p><p></p><p>I had hoped that framework-plus-options idea was what they were talking about in 2013-14 when referring to the "modular" design 5e was going to have, that then got abandoned during playtest.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9502586, member: 29398"] I'm not concerned with whether the optional rules level the playing field, tilt the playing field, or stand the playing field on its ear. I'm instead talking about the desirability (or not) of a) having a base system with lots of optional rules or b) incorporating as many of those optional rules into the base system as possible, maybe by only presenting several options without presenting a baseline or "core" version of a rule. An example* of the latter: D&D could (and 5e kind-of has) say that for initial stat generation you have to use one of the following three optional systems: dice roll, point-buy, or standard array (and would then go on to explain the details of each one). That way, stat generation itself is core but the means of doing so are entirely optional. * - presented as an example only, as I personally would never support it. :) Problem with that is it forces you to limit your potential audience. I'd rather design a system that can equally well handle fantasy Vietnam, big damn heroes, high-drama story arcs, courtly intrigue play, rogue-like play, West Marches sandboxes, heists and treachery, short fast adventure paths, 10+-year campaigns, imbalanced characters, balanced characters, mismatched levels, no magic, high magic, monty haul, and whatever else the customer base decides to throw at it. And yes, "equally well for all" is almost certainly going to mean "not perfectly well for any given one". And that's good, because it means we can in theory all use the same system for whatever we want it for. As it stands there's several styles on that list 5e can't touch without massive kitbashing, which is why I don't play or run it. The right mash-up of BX-1e-2e, while still not perfect, easily gets a whole lot closer. Why is that? Two reasons: 1) they weren't designed to be as mathematically "tight" as the WotC versions thus allowing it more latitude in function and 2) they were built on discrete-subsystem design, which makes them far easier to tweak to suit one's preferences. A fine sentiment in theory, but in practice it risks binding the DM (and-or the whole game) in the straitjacket of predictability. Reliable = predictable. Predictable = boring. At least we agree on that much. :) And if that commitment consists of "here's the basic rules framework and here's a bunch of options you can use to build your own system on to that framework", isn't that good enough? I had hoped that framework-plus-options idea was what they were talking about in 2013-14 when referring to the "modular" design 5e was going to have, that then got abandoned during playtest. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG 5.5 - the return of bespoke magical items?
Top