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
*Dungeons & Dragons
Non choices: must have and wants why someone that hates something must take it
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="N'raac" data-source="post: 6263307" data-attributes="member: 6681948"><p>How do we assess this? Can a 1st level character succeed over a 21st level character? If not, does that mean that good play is not the largest determining factor in success? If we are all 1st level, so we remove that aspect, and we roll dice for our attributes, who will be more successful, the fellow with below average, average or above average rolls? Is judicious resource selection not part of good play? Is "picking the right spells to memorize and the right time to cast them" good play, but "adding the right spells to my spell book" not good play?</p><p></p><p>I would also suggest that the greater the variance in effectiveness of choices the player must make for their character, the more build, and not play, determines success. Moving the game more to "play decisions" and less to "build decisions" requires reducing the choices and/or equalizing the choices. If every character has the same stats, then decisions in play become much more significant as the determinant of success, don't they?</p><p></p><p></p><p></p><p>I think another issue to consider here is the target audience. An experienced player can likely look at the default, look at his options, and decide "I am OK sucking on ice at social interaction to be a Combat Wombat. I will sell out social skills for combat ability." A rookie player seems much more likely to focus in on one area and short change another if the rules do not give very clear guidance. I don't think you or I are the target market. We're gaming already. But for D&D (and gaming in general) to survive and thrive, it needs to attract new gamers, who build their first character and have a blast playing the game. If they get sucked in to building a character who excels in one area (and overcomes challenges in that area with ease) and sucks in other areas (so experiences some combination of boredom and frustration facing those challenges), he's probably back to spending his recreational time and discretionary dollars on some other hobby or pastime. Me and me 20+ year gaming group probably don't care - until the market shrivels up enough that we're not getting anything new published, anyway. But the business - the publishers - they need to care about those first-time gamers.</p><p></p><p></p><p></p><p>I thought we already established your preferred default was close to even across all three pillars. That said, of course, the game could certainly provide the defaults and options for deviating from them in the core rules. However, I think it is important to clearly communicate the risks and possible impacts on your character, and on the game, of deviating from the defaults. Now, maybe that means the core rules suggest about equal resources, allow for tradeoffs to each pillar being between 25% and 50%, and provide modularization for going beyond that, or maybe they provide a default of "equal", optional rules for tradeoffs and clear cautions about where the design of the game assumes those tradeoffs will cap out, and what going beyond those assumptions is likely to cause. But I don't think they can playtest "everyone is even in all pillars" and "some guys are 100%/0/0" effectively, or design a game that works equally well around either of the two as a standard/default. Do you consider that viable? </p><p></p><p></p><p></p><p>So why include lots of different weapon choices if we know from the start only a few will really be viable? Some, of course, are viable only with resources invested, so that creates a tradeoff (do I take Exotic Weapon Proficiency, or enhance my skill with a martial weapon? do I use a one handed weapon or forego the shield for more damage?). But if we have a martial weapon that does higher damage at greater reach with the same critical as a longsword, say, why should anyone use a longsword?</p><p></p><p>Most of the weapons were real world, but few were used at the same time in the real world. When the Romans developed metalworking to be able to make short swords, they ruled the world. Who would use a short sword in King Arthur's time? Or in Renaissance Italy? Who uses bows today? Not anyone who can access a gun! If some weapons are clearly superior, then the others should logically be doomed to obscurity. Especially in a game where the time required to train with a more sophisticated weapon isn't really factored in.</p><p></p><p></p><p></p><p>Power Attack in 3.5 or the significantly modified Power Attack in Pathfinder? To me, if one feat is so clearly superior that, from that myriad of possible choices, over half the fighters pick this one, then it's pretty overpowered.</p><p></p><p></p><p></p><p>If he's one shotting the encounter, leaving the rest of the PC's to clean up after him, I find it difficult to see how he is underpowered.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6263307, member: 6681948"] How do we assess this? Can a 1st level character succeed over a 21st level character? If not, does that mean that good play is not the largest determining factor in success? If we are all 1st level, so we remove that aspect, and we roll dice for our attributes, who will be more successful, the fellow with below average, average or above average rolls? Is judicious resource selection not part of good play? Is "picking the right spells to memorize and the right time to cast them" good play, but "adding the right spells to my spell book" not good play? I would also suggest that the greater the variance in effectiveness of choices the player must make for their character, the more build, and not play, determines success. Moving the game more to "play decisions" and less to "build decisions" requires reducing the choices and/or equalizing the choices. If every character has the same stats, then decisions in play become much more significant as the determinant of success, don't they? I think another issue to consider here is the target audience. An experienced player can likely look at the default, look at his options, and decide "I am OK sucking on ice at social interaction to be a Combat Wombat. I will sell out social skills for combat ability." A rookie player seems much more likely to focus in on one area and short change another if the rules do not give very clear guidance. I don't think you or I are the target market. We're gaming already. But for D&D (and gaming in general) to survive and thrive, it needs to attract new gamers, who build their first character and have a blast playing the game. If they get sucked in to building a character who excels in one area (and overcomes challenges in that area with ease) and sucks in other areas (so experiences some combination of boredom and frustration facing those challenges), he's probably back to spending his recreational time and discretionary dollars on some other hobby or pastime. Me and me 20+ year gaming group probably don't care - until the market shrivels up enough that we're not getting anything new published, anyway. But the business - the publishers - they need to care about those first-time gamers. I thought we already established your preferred default was close to even across all three pillars. That said, of course, the game could certainly provide the defaults and options for deviating from them in the core rules. However, I think it is important to clearly communicate the risks and possible impacts on your character, and on the game, of deviating from the defaults. Now, maybe that means the core rules suggest about equal resources, allow for tradeoffs to each pillar being between 25% and 50%, and provide modularization for going beyond that, or maybe they provide a default of "equal", optional rules for tradeoffs and clear cautions about where the design of the game assumes those tradeoffs will cap out, and what going beyond those assumptions is likely to cause. But I don't think they can playtest "everyone is even in all pillars" and "some guys are 100%/0/0" effectively, or design a game that works equally well around either of the two as a standard/default. Do you consider that viable? So why include lots of different weapon choices if we know from the start only a few will really be viable? Some, of course, are viable only with resources invested, so that creates a tradeoff (do I take Exotic Weapon Proficiency, or enhance my skill with a martial weapon? do I use a one handed weapon or forego the shield for more damage?). But if we have a martial weapon that does higher damage at greater reach with the same critical as a longsword, say, why should anyone use a longsword? Most of the weapons were real world, but few were used at the same time in the real world. When the Romans developed metalworking to be able to make short swords, they ruled the world. Who would use a short sword in King Arthur's time? Or in Renaissance Italy? Who uses bows today? Not anyone who can access a gun! If some weapons are clearly superior, then the others should logically be doomed to obscurity. Especially in a game where the time required to train with a more sophisticated weapon isn't really factored in. Power Attack in 3.5 or the significantly modified Power Attack in Pathfinder? To me, if one feat is so clearly superior that, from that myriad of possible choices, over half the fighters pick this one, then it's pretty overpowered. If he's one shotting the encounter, leaving the rest of the PC's to clean up after him, I find it difficult to see how he is underpowered. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Non choices: must have and wants why someone that hates something must take it
Top