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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Mearls: Playing with the core (of 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="I'm A Banana" data-source="post: 5606712" data-attributes="member: 2067"><p>A game needs rules for things the game expects the players to do a lot of.</p><p></p><p>Additionally, a game does not need rules unless it's resolving a conflict, so all rules need to be conflict resolution tools first and foremost.</p><p></p><p>A good DM is a substitute for any rules on all occasions. A good DM can run FATAL and make it a great game. A good DM should not be a prerequisite for play. Normal DMs should also be able to play.</p><p></p><p>D&D has never generally expected players to do "a lot of" social stuff, but it's always had some "social powers," either through things like NWPs and skills, or through spells like <em>Charm Person</em>. These help resolve social conflicts, convincing NPC's of things.</p><p></p><p>D&D has usually had a LOT of Exploration stuff. NWPs and Skills again, but also a boatload of spells like <em>Fly</em>, <em>Teleport</em>, <em>Scrying</em>, <em>Water Breathing</em>, etc. In most editions, these exploration tools wound up being the most powerful things in the game (the ol' scry-buff-teleport relies on them!). These help resolve environmental conflicts, getting from Point A to Point B with the least amount of attrition (and, also in this category, Investigation stuff that resolves conflicts of exposing information to the party). </p><p></p><p>4e mostly killed these two avenues, because rituals and skill challenges are weak sauce for people who want to do a lot of social stuff or exploration stuff. Skill challenges lack depth, uniqueness, and diversity, while rituals are high-level, narrow use, expensive, and risky. </p><p></p><p>They are the seeds of good ideas, of course. Rituals are a great way to silo combat magic from noncombat magic, they just <a href="http://www.enworld.org/forum/4e-discussion/232111-shouldnt-most-rituals-free-6.html#post5449192" target="_blank">need to be accounted differently and expanded</a>. Skill Challenges are the core of a great "lite combat" system that can be used for a variety of challenges, they just need <a href="http://www.enworld.org/forum/general-rpg-discussion/252239-roles-d-d-4th-edition-d-d-combat-non-combat-roles-2.html#post4708228" target="_blank">more detail and individuality</a>. And the whole system needs to <a href="http://www.enworld.org/forum/general-rpg-discussion/274027-where-do-you-see-want-5-0-go.html#post5132693" target="_blank">zoom out a bit from combat</a> so that those conflicts are relevant to the gameplay, rather than just condiments on our combat burger (warburger?). </p><p></p><p>Oh, and the game needs to be, like, 10 levels instead of 30. But that's a pacing/marketing decision. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5606712, member: 2067"] A game needs rules for things the game expects the players to do a lot of. Additionally, a game does not need rules unless it's resolving a conflict, so all rules need to be conflict resolution tools first and foremost. A good DM is a substitute for any rules on all occasions. A good DM can run FATAL and make it a great game. A good DM should not be a prerequisite for play. Normal DMs should also be able to play. D&D has never generally expected players to do "a lot of" social stuff, but it's always had some "social powers," either through things like NWPs and skills, or through spells like [I]Charm Person[/I]. These help resolve social conflicts, convincing NPC's of things. D&D has usually had a LOT of Exploration stuff. NWPs and Skills again, but also a boatload of spells like [I]Fly[/I], [I]Teleport[/I], [I]Scrying[/I], [I]Water Breathing[/I], etc. In most editions, these exploration tools wound up being the most powerful things in the game (the ol' scry-buff-teleport relies on them!). These help resolve environmental conflicts, getting from Point A to Point B with the least amount of attrition (and, also in this category, Investigation stuff that resolves conflicts of exposing information to the party). 4e mostly killed these two avenues, because rituals and skill challenges are weak sauce for people who want to do a lot of social stuff or exploration stuff. Skill challenges lack depth, uniqueness, and diversity, while rituals are high-level, narrow use, expensive, and risky. They are the seeds of good ideas, of course. Rituals are a great way to silo combat magic from noncombat magic, they just [URL="http://www.enworld.org/forum/4e-discussion/232111-shouldnt-most-rituals-free-6.html#post5449192"]need to be accounted differently and expanded[/URL]. Skill Challenges are the core of a great "lite combat" system that can be used for a variety of challenges, they just need [URL="http://www.enworld.org/forum/general-rpg-discussion/252239-roles-d-d-4th-edition-d-d-combat-non-combat-roles-2.html#post4708228"]more detail and individuality[/URL]. And the whole system needs to [URL="http://www.enworld.org/forum/general-rpg-discussion/274027-where-do-you-see-want-5-0-go.html#post5132693"]zoom out a bit from combat[/URL] so that those conflicts are relevant to the gameplay, rather than just condiments on our combat burger (warburger?). Oh, and the game needs to be, like, 10 levels instead of 30. But that's a pacing/marketing decision. :p [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mearls: Playing with the core (of D&D)
Top