MichaelSomething
Legend
For 5e, I would say no. The whole point of DM empowerment is remove obstacles that get in the DM's way of running the game their way. In a land of no rules, the man with rulings is King!
I've had near TPKs at every level and, no, I don't use any house rules to make things more difficult. I don't have to hack the game to change the difficulty, the DM has infinite dragons. The only optional rule I use is the alternate rest rules, but that's as much for pacing as anything. Not that I need infinite dragons, 3 frost worms (CR 17) against a 19th level party almost did a couple PCs in because I took advantage of their abilities.
As far as a subsystem for intrigue and politics I guess I never wanted one because when you do that it just becomes a mini game. It feels less immersive to me and too predictable if I have "influence points" if it's player facing. If it's not player facing all I have to do as a DM is think about the individuals or organizations involved and how they'd likely react. If I felt I needed such a system, 3PP is right there to fill in the gaps.
It's fine if you want a system that gamifies aspects that D&D doesn't, it doesn't mean I feel like I'm missing anything.
And, IMO more importantly, stating in great big letters that DMs are both allowed and encouraged to do this; because now more than ever people seem to think they need permission to think outside the box.But for people who haven’t been playing for decades, the anemic attempt is a negative. Add to that that old-timers are the folks who least need advice to specifically be in the game text, and I do think the current approach is a poor one. Instead of reminding a 40 year DM that he’s allowed to make house rules, I think the books should focus on teaching newer DMs how to go about making the game their own. How to deliver the experiences they want for their players.
Again. You are insisting on value judgements that aren’t there.
This has never, ever been about value judgements about system. It’s about how transparent those systems are.
Many have pointed out that the title of the thread is nonsensical.
Guilty.
Other have stated it's not clear what I am getting or advocating.
True.
It is a ramble of half-thoughts intended to spark a conversation. I'll try to craft posts more carefully and thought-out in the future.
I had been reading some non-rpg material about game design. Those sources advocated defining what specific play experience you want players to have with game and focus on that in your design. I thought, well, D&D does not do that, but the rules do lend themselves to a certain style of play in my experience. That's where my original mess of a post is coming from - should D&D be designed with a specific play experience in mind?
Many have pointed out that they should not as it would lead to attacks from "alienated" players have a different experience in mind. I think that's true. It probably would be a mistake for D&D to advocate a specific style of play at this point.
I really don't have a dog in this race either way. However, I have enjoyed most of the conversation - Thanks!
And, IMO more importantly, stating in great big letters that DMs are both allowed and encouraged to do this; because now more than ever people seem to think they need permission to think outside the box.
I always get permission from the box before I think outside it. I don't want to upset the box!Do you need such permission, Lanefan? Do you think most folks who are similarly experienced need such permission?
I think this is significantly exaggerated. AD&D doesn't handle DL particularly well at all - it just punts everything to the GM. I could do the same with RuneQuest or Rolemaster!Part (if not nearly all) of the reason for that was that while 1e was indeed fairly clear about how you were intended to play it, at the same time it was also flexible enough to handle playing those adventures (and thus, styles) that didn't match that intent*. You could play 1e with small tight parties, minimal attention to time (e.g. handwaving spell durations etc.), and with nary a dungeon in sight if you wanted to; and the game could handle it to a surprising extent before starting to fight back very much. You could play west marches, Dragonlance sagas, or anything in between and the game almost wouldn't bat an eyelid. And you can reduce the granularity of resolution fairly easily if you want to.
Torchbearer 2e has all of this except for the comeliness!Emotional / spiritual conflict
Cost of using magic may incur a risk (possibly a physical toll)
Weapon choice playing a greater role
Limitations of magic and magical power
Bulk and weight are significant limitations
Importance of mundane equipment
Comeliness plays a role
Exhaustion is far more common
Slower recovery of health
I agree that it's not narrowly focused. Never argued that it wasn't. Heck, I don't think anyone is arguing that it's "narrowly" focused, although, I think it's perhaps not as broad as you are claiming. The fact that you have to add all sorts of house rules in order to achieve certain play, means that it's not as broadly focused as you are claiming.I think D&D is plenty transparent, it's just not narrowly focused. But it's not like "transparency" has a shared definition or objective way of measuring. I'm not sure why you want to drag this into a response to someone else's post that had nothing to do with this particular point you're trying to make into this argument.
We disagree on how transparent the game is or if it even matters.![]()