MichaelSomething
Legend
Could EN5ider fill that hole in your heart??I really miss Dragon magazine too. And Dungeon.
That’s a market change for the worse.
Could EN5ider fill that hole in your heart??I really miss Dragon magazine too. And Dungeon.
That’s a market change for the worse.
Damage type is almost vestigial in 5e. I think the shift from holy & sonic to radiant & thunder where hitting it hard once was an all or nothing attack that took one deduction vrs hitting it reliablyogs took lots was less impactful than the shift from dr/x $ resizt/x to "is it a magic weapon" & the massive overuse of energy resist where it doesn't matter how many times or how hard because half is halfIs new damage types one?
acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder
Could we get new damage types in 6e?
bleed damage?
time/temporal (aging spells, haste and slow deal damage, elves and dwarves resist to time damage)
a proper holy damage?
EMOTIONAL DAMAGE? (I cast Cringe on the orc)
I think a big hit to damage types is how status effects were reduced and less likely to be standardized in 4e and then more in 5e.Damage type is almost vestigial in 5e. I think the shift from holy & sonic to radiant & thunder where hitting it hard once was an all or nothing attack that took one deduction vrs hitting it reliablyogs took lots was less impactful than the shift from dr/x $ resizt/x to "is it a magic weapon" & the massive overuse of energy resist where it doesn't matter how many times or how hard because half is half
So I think I'm seeing the disconnect.It depends on what part of hashing things out we are at. Sometimes I'll say "I'm running a game in x (eberron/raveloft/etc) and the session zero for characters is going to be about characters that must fit the setting along with the rest of the group. Other times I have a group who I feel is better able to handle a more collaborative session zero that includes deciding the world. Even in that second group I've seen players try to force a background while we are deciding the world (often by describing their family keep and such then getting upset with the gm or group saying hell no when they want to declare moria their family thing because that was the time to be inserting high level* world elements) in the first type I frequently run into authors who declare they are being denied and having their creativity shut down when I explain how a backstory conflicts with the setting & ways that can be fixed.. Ironically communication is easier than ever with discord Facebook & everything else but the level of resistance is just as if not higher.
*10,000ft broad strokes overview type not cr/character level.
There is no acceptance of the exaggerated, strawman types of behaviour being raised here, of course. That's simply untrue.It is the fact that this behaviour is now defended and even expected to be considered normal expectation. In older editions, doing this would bring you the fury of a table, now, not that much. Especially on the forums. It is the acceptance of such behaviour that is entirely new.
Great! So it's even easier for a DM to find players with similar preferences than it is for a player to find a DM with similar preferences. I believe that's true.I do not think that a DM has problems to find players. Usually, it is the reverse.
This is the very type of behaviour that is widely accepted now. Working together on backgrounds.No player will impose his/her will on the other players with background that will not fit the consensus that will have been reached at session zero.
The idea that a game is "less demanding" because your character is less likely to die at first level comes from a narrow point of view. It suggests that the the "challenge" of the game rests in having your character survive. That's certainly one perspective, and one that fits certain rulesets quite well.I agree that it doesn't encourage spotlight-hogging by any one particular player at the table. When I refer to selfish players I'm talking about "players" as a massed general group, meanign that of course there's individual exceptions in all directions.
The "caving" part lies in the give-the-players-what-they-want design philosophy that, while pleasing to players for whom the game has been made less demanding/challenging to play, doesn't make the overall game any better in the long run.
I definitely prefer black ink on plain white pages. But I sure as heck don't miss the tiny font sizes in 1E. My eyes are too old for that now.BLACK INK on white pages To Black ink on brown pages. font changes to font changes
No one said it was the only way to challenge someone, but it is the way with the longest history and feels very D&D to a lot of people. And the changes listed above compromise that way significantly. This thread is about how D&D has changed, and people should be allowed to dislike those changes without being made to feel bad about their feelings.The idea that a game is "less demanding" because your character is less likely to die at first level comes from a narrow point of view. It suggests that the the "challenge" of the game rests in having your character survive. That's certainly one perspective, and one that fits certain rulesets quite well.
But please don't make the mistake of thinking that this is the only way in which an RPG, or D&D specifically, can be challenging. It isn't. When you have the expectation that your character will likely perish quickly, you don't put nearly as much effort into developing a personality for that character, for instance. That's a great way to challenge yourself in D&D. Play a character with a very different personality than your own. It's challenging, and only makes sense if you have an expectation that you will be playing that character for a significant amount of time. Otherwise the effort you put into the character's personality will feel wasted.
Plus, the idea that a game publisher would not take into account what the players of its games prefer when designing a game is...baffling.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.