D&D (2024) Do players really want balance?

Especially true when dm's represent 20% of the audience and it only takes 31% of the poll results to axe anything that they feel disfavors them personally by providing too much support to DM's
Your conclusion is flawed. Not all DMs are a monolith. Nor are all players. Some DMs are even players, and vice-versa.

It is incorrect to suggest that changes to the game will be unpopular if they favour players, and popular if they favour DMs.
 

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Would you say one could summarize the 5e response as, in effect, an effort from the designers to try to not have a response?
I don't think that's fair. I think they "down-tuned" in their guidelines, which is likely to work for non-wargame-y players - those players won't be especially good at the maths or tactics that characterise the technical aspects of combat, and so won't necessarily realise that the tuning favours them; but nevertheless they are likely to succeed in combat because of the tuning, even if they come in suffering quite a bit of attrition.

That's one way to present encounter-level guidelines for an "adventure day"-based resource suite.

I think the game design assumes that more technical RPGers will be able to tighten the tuning themselves, based on their skill and experience.
 

Oh, there's a very simple approach to fixing that.

Don't let them.

Seriously. Don't let them optimize the fun out of it. I completely agree that that's a serious issue, and it's one that genuinely affects 5e because they absolutely left the barn door WIDE open for it. But you absolutely can close that barn door without producing a game that is dull, boring nothing where no choices matter etc. etc. It just requires a lot of testing...and actually setting design goals rather than useless feel-good phrases that are (intentionally or not) a mere smokescreen for "we're going to do what we were going to do anyway, and we'll massage the data to ensure it." (Seriously, an absolute crapload of the surveys and polls for "D&D Next" were pure push-poll trash. Some of those polls literally did not let you say no to a proposed idea. I'm not even joking.)

Not that I'm picking on you, but I have only seen 1 player over the past decade that wanted to optimize the fun out of the game. They were the type of person that stood in the back and pouted if their PC got a single scratch. But they were the exception to the rule.

So I don't know who you're playing with. My players? I probably drop 1 or more PCs to zero every 5-6 encounters (at a guess, I don't actually keep track) and the players love it. They like the challenge, they like fights being difficult. This has held true whether I'm running my home game or running public games for dozens of different people. In my experience people like to be challenged. It's not hard to push the difficulty to this level with just a few tweaks to tactics and minor adjustments.

So I reject this idea of adversarial DM vs players or that people just want cakewalk fights. It depends on the group and individual. I also reject this idea that in order for the DM to have fun you have to run a game the players don't want. Seriously? Push the players too far and you'll just have unhappy players. If the game were more deadly than D&D 5E (whatever that means) it just means that the same players who don't like a DM that runs a challenging game won't like the game system that is more challenging by default.
 

The point is that when you need to make that decision, you're not in "between games planning" mode, you're "in game" mode, and in this philosophy making author stance decisions instead of actor stance decisions then is something to be avoided.
Are these modes actually as separate as you're alleging?

It's not just at the level of abilities (which nearly every class has) that are "I've decided I get <X> now" stuff (deciding when you become too angry to die, or when you get a sudden burst of energy/health, etc.)--it's the action and process of roleplay. When you're in "in-game" mode, you're also thinking about things like what is productive for the group, the tone and nature of the campaign you're playing in. Those are necessary considerations for an enjoyable experience to be had by the participants, and yet they have nothing whatsoever to do with exclusively thinking like the person actually at play. And, likewise, when in "between games planning" mode, people will still naturally be thinking about what actually fits with the character's behavior, beliefs, etc.; a Paladin who is also a devout servant of Tyr is, I think you'd agree, supremely unlikely to pick any other deity if she happens to take a level in Cleric.

You refer to them as "modes" but they're really quite blendable, and it isn't nearly so neat and clean to separate the two.
 

Not that I'm picking on you, but I have only seen 1 player over the past decade that wanted to optimize the fun out of the game. They were the type of person that stood in the back and pouted if their PC got a single scratch. But they were the exception to the rule.
"Optimize the fun out of the game" means a lot of things.

As an example, I'm fairly sure that you are among those on this forum who have (rightly!) complained that 5e is really quite garbage at survival experiences, because the mechanics will fight you tooth and nail. Why is that the case? Because players know that survival mechanics are often frustrating--and if given the choice, they will, essentially always, choose to obviate survival as a concern. It's a simple Maslow's hierarchy sort of thing. But that choice--effectively always obviating survival concerns whenever the opportunity presents itself to do so--is a form of "optimizing the fun out of the game," because overcoming meaningful challenges is the whole point.

And this isn't some new phenomenon that cropped up with 5e, or WotC D&D, or anything else. It's been with us since the very beginning. It's literally the reason ear seekers exist, because before the ear seeker was introduced, players had settled into a comfortable, safe, and above all reliable pattern, which hinged on listening at doors and similar ambush tactics. The Gygaxian solution to this is the blunt, brute-force, and fairly short-lived one of a gotcha monster that turns listening at doors into an instant kill, until the players (a) identify what is different, (b) determine how the obstacle can be overcome, and (c) integrate this into their SOP. Once step (c) is complete, the cycle begins again. Ossified SOPs were quite literally old-school players optimizing the fun out of the game.

So I reject this idea of adversarial DM vs players or that people just want cakewalk fights.
I mean, I never said they do? I certainly reject adversarial DMing. If you've learned nothing else from my postings, I should hope you've learned that. But I did not say players want cakewalk fights. Look back at my earlier posts, and you'll clearly see that I said players want to feel they've accomplished something meaningful. The problem is that the completely natural, reasonable player instinct is to do things that are effective and which lead to greater success, and to avoid things which are ineffective and lead to greater failure. Like...that's literally what learning to play is.

It depends on the group and individual. I also reject this idea that in order for the DM to have fun you have to run a game the players don't want. Seriously?
I'm not sure who you're talking about, because I absolutely would not ever advocate such a thing. I don't think it's possible to be more diametrically opposite my beliefs. How many times have I spoken about the incalculable value of earnest, sincere player enthusiasm? How many times have I said that I believe the DM must earn their players' trust, their players' desire to participate?

Push the players too far and you'll just have unhappy players. If the game were more deadly than D&D 5E (whatever that means) it just means that the same players who don't like a DM that runs a challenging game won't like the game system that is more challenging by default.
Certainly. This is why rules matter as much as they do--and why the rules need to apply bidirectionally, not unilaterally upon the players alone. Rules are the system telling the DM what is a bridge too far, unless and until said DM collaborates with the table to do something else.

Did you reply to my post intending to speak to someone else? Because I'm deeply confused here.
 

The point is that when you need to make that decision, you're not in "between games planning" mode, you're "in game" mode, and in this philosophy making author stance decisions instead of actor stance decisions then is something to be avoided.
I made a ton of decisions when I’m “in game mode” that are normally outside the character’s hands. My barbarian decides that “this fight” he’s going to rage. The battlemaster decides that “this turn” the monster is going to provide an opening to use battlemaster maneuvers. I decide that NOW I’m going to use Luck or Heroic inspiration. My cleric prays to her god and gets the benefit of Guidance now, not when it is convenient to her god. If a massive monster appears and it doesn’t have a fear aura, I decide whether my character misses their turn quaking in fear.
 


Your conclusion is flawed. Not all DMs are a monolith. Nor are all players. Some DMs are even players, and vice-versa.

It is incorrect to suggest that changes to the game will be unpopular if they favour players, and popular if they favour DMs.
Your quibble shows why it was even more important for wotc to advocate for GM's more than any evidence so far released shows that they did. GM's are not a monolith and there was never any complication actually made to suggest that they were. GM's however are a minority representing only 20% and are almost certainly at risk of having their needs discarded by any polling method that takes only 11% more votes than the whole 20% described by wotc under penalty of perjury.
 

I made a ton of decisions when I’m “in game mode” that are normally outside the character’s hands. My barbarian decides that “this fight” he’s going to rage. The battlemaster decides that “this turn” the monster is going to provide an opening to use battlemaster maneuvers. I decide that NOW I’m going to use Luck or Heroic inspiration. My cleric prays to her god and gets the benefit of Guidance now, not when it is convenient to her god. If a massive monster appears and it doesn’t have a fear aura, I decide whether my character misses their turn quaking in fear.
Yes, all this.
 


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