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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
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="EzekielRaiden" data-source="post: 9840674" data-attributes="member: 6790260"><p>Let me put it this way:</p><p></p><p>Games--including D&D--have been trending <em>extremely</em> hard toward maximal simplicity, all the time, for <em>everything</em>, for the past like 15, 20 years. Back in 2008, 2010, that was a big plus. It brought many casual players in, it opened up game spaces to players that had never really been "gamers" before, etc. Video games, tabletop games, hell even board games!</p><p></p><p>5.5e isn't going to last forever, I think all of us recognize that, but I would be shocked if it tapped out sooner than mid-2029, and at least somewhat surprised if it didn't hold on until sometime in 2030. At that point, we'll have had some variation of 5e for over 15 years--and the design trends that went into 5e's content were already a few years old to begin with. The world of 2030 is going to look rather different from the world of 2010, which is what 5e was a response to.</p><p></p><p>The pendulum swings. It doesn't stay fixed in place for 20 years. The key thing is that that doesn't mean <em>all complexity all the time</em> either. It means that there needs to be a clear and valued place for simplicity that serves a function--and there <em>also</em> needs to be a clear and valued place for complexity that serves a function.</p><p></p><p>"Make EVERYTHING simpler" is a bad approach. "Make EVERYTHING complex" is a bad approach. "Demand complexity <em>only for a purpose</em>, and simplicity <em>only when productive</em>" is a good approach. One of the most common complaints I personally hear, even from people who very much <em>do not</em> like complexity, is that 5e feels really shallow when it comes to making choices for your character. That you basically decide everything that will ever matter about the character between level 1 and 3, and from then on you're almost completely locked in to that one thing.</p><p></p><p>For completely green, "my first character" type players, that's a good starting point. It avoids being overwhelming, helps folks get their start. But people never remain "completely green 'my first character'" type players for long. Maybe--<em>maybe</em>--five years? And that would be a real long time. Now, there are some people who just prefer things that way, a good chunk (probably like...a quarter of players?), and they deserve options which support their interests. Forcing <strong>everyone</strong> to live by those interests is the problem. Just as forcing <strong>everyone</strong> to play only ultra-complicated character is also a problem--something 3e was very, very guilty of.</p><p></p><p>The actual path forward is to have a handful of simple options <em>for every role</em>, and then complex options <em>for every role</em>, and then some middle-of-the-road options, and then some do-it-yourself options for the folks hungry for more. Of course, this is a major design commitment. You have to make sure that those simple classes aren't overpowered, because then nobody will bother with the complex ones, and folks will be annoyed that you do all that complex work for worse results. But they also can't be underpowered, or folks will feel they're punished, paying a tax so they don't have to to a ton of work just to play. That's a challenge, but not an insurmountable one.</p><p></p><p>Again, it is <em>simply true</em> that too much simplification IS bad for a game, it's just that the effects are usually long-term, not short-term. This absolutely should not be used as an excuse not to make some things simple. It just means we can't use "but some people need simplicity!" as an excuse to never make anything complex, or to avoid a mix solely because a mix is harder to balance.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9840674, member: 6790260"] Let me put it this way: Games--including D&D--have been trending [I]extremely[/I] hard toward maximal simplicity, all the time, for [I]everything[/I], for the past like 15, 20 years. Back in 2008, 2010, that was a big plus. It brought many casual players in, it opened up game spaces to players that had never really been "gamers" before, etc. Video games, tabletop games, hell even board games! 5.5e isn't going to last forever, I think all of us recognize that, but I would be shocked if it tapped out sooner than mid-2029, and at least somewhat surprised if it didn't hold on until sometime in 2030. At that point, we'll have had some variation of 5e for over 15 years--and the design trends that went into 5e's content were already a few years old to begin with. The world of 2030 is going to look rather different from the world of 2010, which is what 5e was a response to. The pendulum swings. It doesn't stay fixed in place for 20 years. The key thing is that that doesn't mean [I]all complexity all the time[/I] either. It means that there needs to be a clear and valued place for simplicity that serves a function--and there [I]also[/I] needs to be a clear and valued place for complexity that serves a function. "Make EVERYTHING simpler" is a bad approach. "Make EVERYTHING complex" is a bad approach. "Demand complexity [I]only for a purpose[/I], and simplicity [I]only when productive[/I]" is a good approach. One of the most common complaints I personally hear, even from people who very much [I]do not[/I] like complexity, is that 5e feels really shallow when it comes to making choices for your character. That you basically decide everything that will ever matter about the character between level 1 and 3, and from then on you're almost completely locked in to that one thing. For completely green, "my first character" type players, that's a good starting point. It avoids being overwhelming, helps folks get their start. But people never remain "completely green 'my first character'" type players for long. Maybe--[I]maybe[/I]--five years? And that would be a real long time. Now, there are some people who just prefer things that way, a good chunk (probably like...a quarter of players?), and they deserve options which support their interests. Forcing [B]everyone[/B] to live by those interests is the problem. Just as forcing [B]everyone[/B] to play only ultra-complicated character is also a problem--something 3e was very, very guilty of. The actual path forward is to have a handful of simple options [I]for every role[/I], and then complex options [I]for every role[/I], and then some middle-of-the-road options, and then some do-it-yourself options for the folks hungry for more. Of course, this is a major design commitment. You have to make sure that those simple classes aren't overpowered, because then nobody will bother with the complex ones, and folks will be annoyed that you do all that complex work for worse results. But they also can't be underpowered, or folks will feel they're punished, paying a tax so they don't have to to a ton of work just to play. That's a challenge, but not an insurmountable one. Again, it is [I]simply true[/I] that too much simplification IS bad for a game, it's just that the effects are usually long-term, not short-term. This absolutely should not be used as an excuse not to make some things simple. It just means we can't use "but some people need simplicity!" as an excuse to never make anything complex, or to avoid a mix solely because a mix is harder to balance. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mearls has some Interesting Ideals about how to fix high level wizards.
Top