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
*TTRPGs General
Mearls on Balance in D&D
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="T. Foster" data-source="post: 3374964" data-attributes="member: 16574"><p>I understand and appreciate that Mearls' job at WotC is to be a "rules-cruncher" more or less, and that it's therefore natural that he seemingly approaches everything (at least in his columns) from that perspective, and is always seemingly trying to tweak and enhance the rules to make D&D into a better skirmish-combat game, each adventure into a series of effective and playable combat set-pieces, but I must say I really <em>hate</em> the direction the game seems to be moving under his influence (not that it's his fault -- the game was clearly already heading that way before he was hired, which is presumably <em>why</em> he was hired -- Mearls is a symptom, not the cause), into a slick, high-powered, skirmish-level tactical wargame (DDM with a lot more options). </p><p></p><p>I appreciate that for people who like that kind of game that they're probably making the game better -- smoother-running, better balanced, etc. -- but the fundamental disconnect, at least for me, is that I <em>don't</em> like that kind of game. Combat, to me, is probably the <em>least</em> interesting part of the game, to be avoided whenever possible, and when it does become necessary or inevitable to be gotten thtough as quickly as possible. My favorite D&D sessions have the constant <em>threat</em> of combat but, if played well, no actual combat at all -- the players use their wits to sneak past the monsters, or to negotiate with them, or to run away from them, or to use trickery to defeat them without actual combat (or at least melee) ever becoming necessary. </p><p></p><p>Is this approach to play, where combat is always a looming threat but effective play has more to do with avoiding it than being good at it, that, in playing <em>The Steading of the Hill Giant Chief</em>, you actually want to spend <em>as little time fighting hill giants as possible</em>, just hopelessly outdated and obsolete in the Mearls-D&D era?</p></blockquote><p></p>
[QUOTE="T. Foster, post: 3374964, member: 16574"] I understand and appreciate that Mearls' job at WotC is to be a "rules-cruncher" more or less, and that it's therefore natural that he seemingly approaches everything (at least in his columns) from that perspective, and is always seemingly trying to tweak and enhance the rules to make D&D into a better skirmish-combat game, each adventure into a series of effective and playable combat set-pieces, but I must say I really [i]hate[/i] the direction the game seems to be moving under his influence (not that it's his fault -- the game was clearly already heading that way before he was hired, which is presumably [i]why[/i] he was hired -- Mearls is a symptom, not the cause), into a slick, high-powered, skirmish-level tactical wargame (DDM with a lot more options). I appreciate that for people who like that kind of game that they're probably making the game better -- smoother-running, better balanced, etc. -- but the fundamental disconnect, at least for me, is that I [i]don't[/i] like that kind of game. Combat, to me, is probably the [i]least[/i] interesting part of the game, to be avoided whenever possible, and when it does become necessary or inevitable to be gotten thtough as quickly as possible. My favorite D&D sessions have the constant [i]threat[/i] of combat but, if played well, no actual combat at all -- the players use their wits to sneak past the monsters, or to negotiate with them, or to run away from them, or to use trickery to defeat them without actual combat (or at least melee) ever becoming necessary. Is this approach to play, where combat is always a looming threat but effective play has more to do with avoiding it than being good at it, that, in playing [i]The Steading of the Hill Giant Chief[/i], you actually want to spend [i]as little time fighting hill giants as possible[/i], just hopelessly outdated and obsolete in the Mearls-D&D era? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mearls on Balance in D&D
Top