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General Tabletop Discussion
*Dungeons & Dragons
Kicking the tires vs. puncturing the tires; being effective vs. breaking the game
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<blockquote data-quote="Oofta" data-source="post: 9112968" data-attributes="member: 6801845"><p>Yeah, if only they did something like an extensive playtest and survey in order to find out what people want out of the game. If only. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":unsure:" title="Unsure :unsure:" data-smilie="24"data-shortname=":unsure:" /></p><p></p><p>The differences between a TTRPG and a board game are massive, you can't really compare the two. Well, I guess you can because you just did, but I don't think it's a reasonable comparison. I can tell you that older editions of D&D were far more unbalanced than 5E. You can take an entirely different approach and have better balance. But having a game that can be easily tweaked and modified to suit the needs of the people playing the game is a strength, not a weakness.</p><p></p><p>There's simply too much table variation, too much freedom of choice to have a 100% mathematically solid game that works like D&D. I like my current group of players and have a lot of fun with them, but they are pretty terrible at strategy and taking advantage of their character's abilities. I have to constantly pull back on encounter design compared to what I could do with some of my older groups because I don't want to TPK them. But you know what? We still have fun and that's all that matters to me.</p><p></p><p>We have a game where I've seen between 3 and 8 players, balanced classes to fit the different roles and not, low number of magic items and high number of magic items that are exactly what the group wants. Throw in tactical acumen, DM capabilities to run monsters effectively, heck point buy versus very generous rolling for abilities that at least some groups use.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9112968, member: 6801845"] Yeah, if only they did something like an extensive playtest and survey in order to find out what people want out of the game. If only. :unsure: The differences between a TTRPG and a board game are massive, you can't really compare the two. Well, I guess you can because you just did, but I don't think it's a reasonable comparison. I can tell you that older editions of D&D were far more unbalanced than 5E. You can take an entirely different approach and have better balance. But having a game that can be easily tweaked and modified to suit the needs of the people playing the game is a strength, not a weakness. There's simply too much table variation, too much freedom of choice to have a 100% mathematically solid game that works like D&D. I like my current group of players and have a lot of fun with them, but they are pretty terrible at strategy and taking advantage of their character's abilities. I have to constantly pull back on encounter design compared to what I could do with some of my older groups because I don't want to TPK them. But you know what? We still have fun and that's all that matters to me. We have a game where I've seen between 3 and 8 players, balanced classes to fit the different roles and not, low number of magic items and high number of magic items that are exactly what the group wants. Throw in tactical acumen, DM capabilities to run monsters effectively, heck point buy versus very generous rolling for abilities that at least some groups use. [/QUOTE]
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Kicking the tires vs. puncturing the tires; being effective vs. breaking the game
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