D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

Some of it is the freedom that comes with role playing. Folks are like, "I can haz rat bastards as PC?" You see it in video games a lot where open worlds begun and folks do awful things to NPCs. Part of it is simple guilty pleasure in engaging in things typically out of bounds by game design limitation or social contract. Once that initial experience is out of the way, people typically mature beyond it. ITs the folks that never get enough that is a different story...
There's money left on the table of somebody creating an entire book of each of the griefing more annoying versions of PCS as NPCs that DMs can sic on players as rival parties.

Grief Thief
Fireball First Wizard
Clericzilla Foreverturn
Cheesy McFeatcombo
Humanslayer Kthe Ranger
 

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What evidence do you have that WotC is at all interested in doing the sort of rigorous design and playtesting needed to make the game you want? It's not a matter of can the designers do it. It's a matter of will their corporate masters see the short-term profit they require to change course in any significant way.
I have already said I don't think they want to do this. But this is just the goalpost shifting, no? First it was questioning whether the path even made sense at all. Then it was whether the path would have even a hope of making money. Now it's whether there's any interest on their part in doing so.

I've made my case. I think I've done more than enough to show the value of the approach. That you can continue to come up with ever higher hurdles is not something I'm interested in engaging with, so...I won't.
 

I have already said I don't think they want to do this. But this is just the goalpost shifting, no? First it was questioning whether the path even made sense at all. Then it was whether the path would have even a hope of making money. Now it's whether there's any interest on their part in doing so.

I've made my case. I think I've done more than enough to show the value of the approach. That you can continue to come up with ever higher hurdles is not something I'm interested in engaging with, so...I won't.
For the record, I think a game company other than WotC (virtually any other game company) could make a very fine RPG using your suggested techniques. Cut the gorilla out of the equation and I'm on board.
 

Some of it is the freedom that comes with role playing. Folks are like, "I can haz rat bastards as PC?" You see it in video games a lot where open worlds begun and folks do awful things to NPCs. Part of it is simple guilty pleasure in engaging in things typically out of bounds by game design limitation or social contract. Once that initial experience is out of the way, people typically mature beyond it. ITs the folks that never get enough that is a different story...
It is worth noting that, consistently, statistics from video games indicate that, for most games, players overwhelmingly (like more than 4:1) favor "good" options over "evil" ones when they're put to the choice. Good example, there's a dog in the Dragonfall campaign of Shadowrun Returns, and he belonged to the PC's friend who perished in the opening. He sometimes comes to you for comfort, as a dog missing his human would do. You can choose to be mean to him or nice to him.

For about 2/3 of the game, that's all it is, the occasional scene where you can be nice to a dog. Then, when your home base is under attack....it turns out he's half-hellhound and can kick some butt. If you were more nice to him than mean to him, he'll help fight. He's not particularly strong and can't wear most equipment, being both magical (which makes augmentation difficult/harmful) and not humanoid. But he is helpful. The efficient option, for min-maxers, is to be mean to him so you can fight him and get more XP. Something like ten times as many people have the achievement for recruiting him than those who have the achievement for killing him, even though a single game can easily accommodate doing both things without restarting.

That's far from the only example, it's just one where I've seen the data with my own eyes. Every time data of this kind gets reported, the pattern remains strong.

Yes, some people see the freedom of the TTRPG space as a chance to "cut loose" and do all the hedonistic, violent, selfish, horrible things they can't do IRL. But the vast majority, backed up by actual statistics and analysis, genuinely strive to be good people, perhaps even better people than they are/have been IRL.

"People" is a distribution, there will always be some in the extreme tails, and the bigger the population, the more extreme outlier examples you expect to see. But it turns out, video games actually reveal that most people want to do good by others, even when the rewards actually do favor being evil.
 

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