touc
No rule is inviolate
I've been playing some version of D&D since the 80s, and I've always adhered to Moldvay's "no rule is inviolate" tagline to get through each edition change and keep certain parts of the game the way I like it.
"No rule is inviolate, particularly if a new or altered rule will encourage creativity and imagination. The important thing is to enjoy the adventure." —Tom Moldvay, foreword D&D Fantasy Adventure Game, Basic Rulebook
That said, I roll above table (in person) and let the dice fall where they may. My 2/4 death encounter last session was largely DM dice. I rolled high saves on spells, critted a lot, and that happens. But, the game isn't over, and we'll be making some decisions next session. From experience, if a player is invested in their character, we'll have an adventure to resolve bringing that character back. If they weren't, I'll probably see a new one join us. That's a shift in philosophy from when I first started DMing: death is just as much the player's part of the game as the DM's.
"No rule is inviolate, particularly if a new or altered rule will encourage creativity and imagination. The important thing is to enjoy the adventure." —Tom Moldvay, foreword D&D Fantasy Adventure Game, Basic Rulebook
It's all relative to what the DM throws at them. I can generate a lethal encounter (and did last game session, killed 2/4 5th level characters), so no character is ever too powerful too quickly. By comparison, in AD&D, by 5th level wizards could fly, priests could make the dead talk, and odds folks were already toting around magical weapons and armor. D&D 5E merely toned down the "Christmas tree" effect of prior editions (where characters were pretty much required to have loads of particular magic items or they'd fail) and imbued that presumed power into the character class, giving more options to act than ever before. Compare AD&D fighter options with D&D fighter options in combat.Characters were too powerful too quickly,
It's one of the simpler systems out there imo, and it's all relative to the gamer. Once you've been playing for a bit, it doesn't feel busy at all. D&D is approachable to the novice gamer, very user friendly, whereas I had folks that after a decade still never quite got the hang of THAC0.the action economy is... let's say busy (readied action, action, bonus action, reaction),
That's dependent on play style. Personally, my group avoids "roll playing" unless the outcome is uncertain, and I don't like using splat books (with those endless parades). Each campaign I run is thematic, with only certain races (species) and classes allowed. It's all to "enjoy the adventure." Other tables might enjoy "furries" or a Planescape mix of everything. To each their own, and D&D is solid about that. If you don't want turtle and dog and cat people at your table, don't.and the character options just an endless parade of race, subrace, class, subclass, with an inexhaustible list of mechanical stuff PCs could do just by rolling a die (vs. role playing, or having to think about what they wanted to do). It all felt like a video game to us.
It's been debated on these forums for many years. My take is (1) 5E basic rules are user friendly, (2) it's been promoted thanks to streaming and Stranger Things in a way that wasn't available years prior, (3) you can play online, not available in the days of old, and (4) you've got supportive communities accessible at the click of a mouse button. But, the rules do matter (4E vs. Pathfinder), so it's not all simply current events.But, people love it. Just love it. So my question is...why? What is it about this particular rule set and edition that makes it so fun?
No and no.Is it because this is the only edition many people have played, and don't know any of the old ways? Or is it because so many people play video games, and 5e is sort of analogous?
That's the age I got my first boxed set in the late 80s. I played the Red Box, Blue Box, AD&D, 3E, Pathfinder, D&D 5E, A5E, 5.5, and I've skipped off to Dragon Age. I've gamed with "grognards" and currently DM for folks around my age whose first RPG has been D&D. They're intrigued a bit about AD&D days, but not a one likes the idea of 1 hp characters who survive largely due to luck or DM fiat to reach epic levels, or complete imbalance of wizards who would become near-gawds in those days. I think nowadays many gamers are more drawn to story arcs and less about rerolling characters constantly.I love Dungeons&Dragons as a concept, and I have since I was 11 years old (a very long time ago!) I feel like I am missing out on something because I am either too set in my ways, or missing some critical concept(s) in 5e. Help a brother out, friends.
That said, I roll above table (in person) and let the dice fall where they may. My 2/4 death encounter last session was largely DM dice. I rolled high saves on spells, critted a lot, and that happens. But, the game isn't over, and we'll be making some decisions next session. From experience, if a player is invested in their character, we'll have an adventure to resolve bringing that character back. If they weren't, I'll probably see a new one join us. That's a shift in philosophy from when I first started DMing: death is just as much the player's part of the game as the DM's.
If you're with the right people, you will.Because I want to love it, too.