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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
How much should 5e aim at balance?
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="Ahnehnois" data-source="post: 6011886" data-attributes="member: 17106"><p>Really? Seems to me that a lot of great authors can't let go of their protagonist and his/her perspective. I can see where that's not the only approach, but I don't see any integrity being compromised.</p><p></p><p>I don't think that's true at all. A player can "let go" simply by deciding to take actions that support the story but aren't necessarily advantageous for the character. The decision to work in a party is a classic example of such a conceit.</p><p></p><p>Them's the risks you take. Any creative process results in a great deal of garbage being produced (and unlike an author who has the luxury of drafts or a painter who can throw out his painting and start over again, you generally don't get second chances in D&D). The risk of failure is largely part of the fun. Even in the unlikely event that you do get a really poor narrative, it isn't the end of the world (though it may be in game).</p><p></p><p>D&D rather reminds me of watching Battlestar Galactica, in that there's dramatic tension in the world, but there's also a sense of "meta" dramatic tension, as the audience is often left to wonder whether the story has completely gone off the rails, only to find that it hasn't.</p><p></p><p>The DM, by convention. Then again, player suggestion is also important.</p><p></p><p>I start out without rules, from a sense of cooperative storytelling (which I liked to do as a child). Then I ask myself: what do the rules add to that experience? My answer, from experience, is twofold.</p><p></p><p>The first thing the rules add is limits. Without rules, you'd have people saying "I kill the dragon", "I jump the chasm", "I seduce the general" and so on, and you'd have other people saying "but you can't do that", "that wouldn't work", "that doesn't make sense". D&D sets clear limits as to what your character can do, grounding your actions in some sort of reality (albeit a fantastical one). You're only so strong, and a sword can only cut so hard, and a spell can only do so much.</p><p></p><p>The other thing it adds is a sense of unpredictability. When you're watching a story unfold in the cinema, you don't always know what's going to happen, and that's exciting. If you're creating one with a group of friends, you know them and you know yourself, and that can become boring for precisely the same reason. The dice add an element of unpredictability. A character may die that even the DM wanted to live. A character may uncover a plotthat wa ssupposed to be drawn out for weeks with a simple lucky roll. Or maybe it just rains because of some percentile roll on a weather chart when you pictured the adventure playing out on a bright sunny day. Whatever the case, it spices things up to add in that random element.</p><p></p><p>That's what I use rules for.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6011886, member: 17106"] Really? Seems to me that a lot of great authors can't let go of their protagonist and his/her perspective. I can see where that's not the only approach, but I don't see any integrity being compromised. I don't think that's true at all. A player can "let go" simply by deciding to take actions that support the story but aren't necessarily advantageous for the character. The decision to work in a party is a classic example of such a conceit. Them's the risks you take. Any creative process results in a great deal of garbage being produced (and unlike an author who has the luxury of drafts or a painter who can throw out his painting and start over again, you generally don't get second chances in D&D). The risk of failure is largely part of the fun. Even in the unlikely event that you do get a really poor narrative, it isn't the end of the world (though it may be in game). D&D rather reminds me of watching Battlestar Galactica, in that there's dramatic tension in the world, but there's also a sense of "meta" dramatic tension, as the audience is often left to wonder whether the story has completely gone off the rails, only to find that it hasn't. The DM, by convention. Then again, player suggestion is also important. I start out without rules, from a sense of cooperative storytelling (which I liked to do as a child). Then I ask myself: what do the rules add to that experience? My answer, from experience, is twofold. The first thing the rules add is limits. Without rules, you'd have people saying "I kill the dragon", "I jump the chasm", "I seduce the general" and so on, and you'd have other people saying "but you can't do that", "that wouldn't work", "that doesn't make sense". D&D sets clear limits as to what your character can do, grounding your actions in some sort of reality (albeit a fantastical one). You're only so strong, and a sword can only cut so hard, and a spell can only do so much. The other thing it adds is a sense of unpredictability. When you're watching a story unfold in the cinema, you don't always know what's going to happen, and that's exciting. If you're creating one with a group of friends, you know them and you know yourself, and that can become boring for precisely the same reason. The dice add an element of unpredictability. A character may die that even the DM wanted to live. A character may uncover a plotthat wa ssupposed to be drawn out for weeks with a simple lucky roll. Or maybe it just rains because of some percentile roll on a weather chart when you pictured the adventure playing out on a bright sunny day. Whatever the case, it spices things up to add in that random element. That's what I use rules for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much should 5e aim at balance?
Top