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
*Dungeons & Dragons
Explain your Modular Class Ideas
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="I'm A Banana" data-source="post: 6048936" data-attributes="member: 2067"><p>Relax. Take a deep breath. We're all well-intentioned D&D dorks here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>So, two things.</p><p></p><p>First, what makes "a good game" is very subjective. What makes your table go "yaaay" might make Barry's table go "eeeeeech." When you're trying to bring on 40 years' worth of players, all of whom want some pretty contradictory things, you are not going to get many on board by giving them only one possible option for how to do things. Give them one version of the wizard that might be a perfectly awesome wizard, but 60-80% of 'em will hate it for <em>some</em> idiosyncratic, personal reason, and then you've got a division: some people love it, some people hate it, and you're <em>never going to bridge that gap</em>. Come out with another wizard later, and the first people will feel jilted and the second people will feel like an afterthought. If you don't give people choice up-front, you wind up giving them a "This or go play a different game!" choice. And given that D&D has a lot of competitors (some of which are more successful than it!), it's not hard to find a different game. A lack of diversity is only going to harm you.</p><p></p><p>Second, the "simple default basic mode" classes will be a good game, for those who don't want to tinker with their D&D. It just won't necessarily meet the needs of a community like ENWorld, which is necessarily a more <em>intense</em> fanbase, given that we spend our free time babbling about D&D on an unofficial message board. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>I think it's a little more subtle than that. I think it probably has to do with WotC attempting to lock down brand identity a little too strictly, but the upthrust is that WotC was seen as trying to be the DM and decide what was good and what was bad for millions of D&D players. ADEU was <em>better</em> and if you disagreed, you weren't welcome. Dragonborn and tieflings were <em>necessary</em>, and if you disagreed, tough noogies. New fiction was <em>good</em>, and if you like the old stuff, well oh well, we're going this new way. There was no fun police, but there was a persistent feeling that those who weren't on board with the changes weren't welcome in the game, because the game was trying very hard to forge its own identity. </p><p></p><p>I think they realized that this was probably not a great idea, in retrospect. They realized you're never going to get everyone on board with One True Way, even if you think it's awesome. Retroclones and Pathfinder made it clear that no RPG is going to be able to drag along an unwilling fan-base. It's not enough to be the 400 lb gorilla in the cage anymore -- people have found out that the cage has doors, so there's nothing keeping them there. They will leave if you are not what they want to be around, and their reasons for leaving can be completely arbitrary -- you're not going to win them over with a logical appeal. </p><p></p><p></p><p></p><p>But the modularity DOES help that, because the DM can say, "Verner's a newbie, so he can use one of the basic default classes." And Verner's basic cleric (or whatever) can adventure alongside Olivia's super-complex monk/assassin multiclass, and they will be comparable in power over the course of an adventuring day, if 5e delivers on its promises.</p><p></p><p></p><p></p><p>There's nothing about increased complexity that necessarily yields a more powerful character. Regardless of their complexities, they can have similar power levels.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6048936, member: 2067"] Relax. Take a deep breath. We're all well-intentioned D&D dorks here. ;) So, two things. First, what makes "a good game" is very subjective. What makes your table go "yaaay" might make Barry's table go "eeeeeech." When you're trying to bring on 40 years' worth of players, all of whom want some pretty contradictory things, you are not going to get many on board by giving them only one possible option for how to do things. Give them one version of the wizard that might be a perfectly awesome wizard, but 60-80% of 'em will hate it for [I]some[/I] idiosyncratic, personal reason, and then you've got a division: some people love it, some people hate it, and you're [I]never going to bridge that gap[/I]. Come out with another wizard later, and the first people will feel jilted and the second people will feel like an afterthought. If you don't give people choice up-front, you wind up giving them a "This or go play a different game!" choice. And given that D&D has a lot of competitors (some of which are more successful than it!), it's not hard to find a different game. A lack of diversity is only going to harm you. Second, the "simple default basic mode" classes will be a good game, for those who don't want to tinker with their D&D. It just won't necessarily meet the needs of a community like ENWorld, which is necessarily a more [I]intense[/I] fanbase, given that we spend our free time babbling about D&D on an unofficial message board. ;) I think it's a little more subtle than that. I think it probably has to do with WotC attempting to lock down brand identity a little too strictly, but the upthrust is that WotC was seen as trying to be the DM and decide what was good and what was bad for millions of D&D players. ADEU was [I]better[/I] and if you disagreed, you weren't welcome. Dragonborn and tieflings were [I]necessary[/I], and if you disagreed, tough noogies. New fiction was [I]good[/I], and if you like the old stuff, well oh well, we're going this new way. There was no fun police, but there was a persistent feeling that those who weren't on board with the changes weren't welcome in the game, because the game was trying very hard to forge its own identity. I think they realized that this was probably not a great idea, in retrospect. They realized you're never going to get everyone on board with One True Way, even if you think it's awesome. Retroclones and Pathfinder made it clear that no RPG is going to be able to drag along an unwilling fan-base. It's not enough to be the 400 lb gorilla in the cage anymore -- people have found out that the cage has doors, so there's nothing keeping them there. They will leave if you are not what they want to be around, and their reasons for leaving can be completely arbitrary -- you're not going to win them over with a logical appeal. But the modularity DOES help that, because the DM can say, "Verner's a newbie, so he can use one of the basic default classes." And Verner's basic cleric (or whatever) can adventure alongside Olivia's super-complex monk/assassin multiclass, and they will be comparable in power over the course of an adventuring day, if 5e delivers on its promises. There's nothing about increased complexity that necessarily yields a more powerful character. Regardless of their complexities, they can have similar power levels. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Explain your Modular Class Ideas
Top