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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
DMs are too easy on their players
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="Kichwas" data-source="post: 3640804" data-attributes="member: 891"><p>In my opinion the problem is that the DnD mechanics for players are all about resource management. Everything has charges, uses per day, etc.</p><p></p><p>If you are running a group of just rogues, monks, and fighters, sure, there is no resource to manage other than hitpoints and you can leave them to the world.</p><p></p><p>But in nearly any other combination if you let loose certain classes become unplayable.</p><p></p><p>Imagine a raid on a village of Kobolds living in a cave complex the way it would 'go down in the real world' - unstopping violence as the Kobolds defending their home from agression. Midway into the second skirmish all the magical support of the assaulting team would be tapped out, and they would fall from the sheer weight of numbers of a whole tribe of kobolds.</p><p></p><p>There is no logical way to explain why a tribe of kobolds would not send their entire tribe to stop a home invasion by some 4-8 hostile monsters (humans and elves). Or at the least, why they would not all be aware of it.</p><p></p><p>But we have become accustomed over the years to putting those empty storage rooms, or not having anyone wander into the guard shack for 8 hours while we let mages rest, etc...</p><p></p><p>And that 'brand of illogic' sweeps across the entire genre of DnD.</p><p></p><p>DnD builds its playability not by balancing all the classes directly, but by limiting the resources of some - making their abilities more potent but less often available, and forcing a certain thinking, a certain playstyle. DnD balance works best when you keep these resource characters at some mid-point in their availability. While they are full they are over-powerful, once drained, they are often useless. You have to stage it all just right to keep them in a game of allocation.</p><p></p><p>If you go against that grain, you make some of the core assumptions of the game engine unworkable.</p><p></p><p>A no holds barred approach might work in something more directly balanced - such as Hero / BESM / GURPS / Shadowrun (each with its own, other problems) - but when a game balances by using resource allocation, failure to pay attention to that is not equally 'punishing' to all the members.</p><p></p><p>If you want a harsh, hard to win game of DnD, that is an admirable goal, but you need to do it in a way that impacts all the core class choices equally, or simply remove the disfavored classes from the roster.</p><p></p><p>If you want to show them what an assault on Kobold Manor ought to really be like, do it in an RPG other than DnD. Probably GURPS, much as I don't care for the new edition of that game, it would probably show them what that assault ought to really look like if it was real, better than the other choices I know of at least. And in that game, I could keep them on their toes 24/7 and feel I was being equally hard on all of them in doing so. I'd go nuts with my frustrations against GURPS doing so... <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=":)" /> But I could do it and feel even handedly harsh about it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Kichwas, post: 3640804, member: 891"] In my opinion the problem is that the DnD mechanics for players are all about resource management. Everything has charges, uses per day, etc. If you are running a group of just rogues, monks, and fighters, sure, there is no resource to manage other than hitpoints and you can leave them to the world. But in nearly any other combination if you let loose certain classes become unplayable. Imagine a raid on a village of Kobolds living in a cave complex the way it would 'go down in the real world' - unstopping violence as the Kobolds defending their home from agression. Midway into the second skirmish all the magical support of the assaulting team would be tapped out, and they would fall from the sheer weight of numbers of a whole tribe of kobolds. There is no logical way to explain why a tribe of kobolds would not send their entire tribe to stop a home invasion by some 4-8 hostile monsters (humans and elves). Or at the least, why they would not all be aware of it. But we have become accustomed over the years to putting those empty storage rooms, or not having anyone wander into the guard shack for 8 hours while we let mages rest, etc... And that 'brand of illogic' sweeps across the entire genre of DnD. DnD builds its playability not by balancing all the classes directly, but by limiting the resources of some - making their abilities more potent but less often available, and forcing a certain thinking, a certain playstyle. DnD balance works best when you keep these resource characters at some mid-point in their availability. While they are full they are over-powerful, once drained, they are often useless. You have to stage it all just right to keep them in a game of allocation. If you go against that grain, you make some of the core assumptions of the game engine unworkable. A no holds barred approach might work in something more directly balanced - such as Hero / BESM / GURPS / Shadowrun (each with its own, other problems) - but when a game balances by using resource allocation, failure to pay attention to that is not equally 'punishing' to all the members. If you want a harsh, hard to win game of DnD, that is an admirable goal, but you need to do it in a way that impacts all the core class choices equally, or simply remove the disfavored classes from the roster. If you want to show them what an assault on Kobold Manor ought to really be like, do it in an RPG other than DnD. Probably GURPS, much as I don't care for the new edition of that game, it would probably show them what that assault ought to really look like if it was real, better than the other choices I know of at least. And in that game, I could keep them on their toes 24/7 and feel I was being equally hard on all of them in doing so. I'd go nuts with my frustrations against GURPS doing so... :) But I could do it and feel even handedly harsh about it. :p [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DMs are too easy on their players
Top