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<blockquote data-quote="Cadfan" data-source="post: 4598004" data-attributes="member: 40961"><p><span style="color: white">I think this is an interesting survey, but ironically, I don't think that people's preferences will correlate with editions. I think that nostalgia is more powerful than that for certain types of people.</span></p><p></p><p><span style="color: #4169e1">Schools of Thought:</span></p><p> </p><p><span style="color: white">High magic (FR) V. Medium Magic (GH, 1e) V. Low magic (Conan) settings</span></p><p><span style="color: white"><span style="color: lime">Don't care.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Home made settings</span> V. Give me a base setting I’ll do the rest (1e Greyhawk) V. Give me a detailed setting and keep detailing it (2e FR). <span style="color: red">But this is irrelevant to me because its so ignorable.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Settings growing alongside novels (FR novels being the prime example here of togetherness) V. <span style="color: lime">Settings and novels being separate. </span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Low level games (1-10)</span> V. Mid level games (10-20) V. High level games (20-30+) are my favorite</span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Detailed combat rules for combat moves, attacks and actions (anything other than swinging a weapon giving specific mathematical bonuses or penalties, for ex. -2 terrain, +4 blinded +2 full attack, -2 concealed, etc.)</span> V. Let the DM wing combat moves, attacks and actions (giving it his own bonus or detriment based on a quick gut check) <span style="color: red">This really depends on the overall game. For a game like Paranoia, I prefer the gut check. For a game like D&D, where combat-porn is a big portion of the appeal, combat has to be complex enough to support the premise.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Multiple worlds and settings to adventure in V. <span style="color: lime">I only really need and use one.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Narrative critical (it bashed the side of your head, blood is your left eye making it difficult to see and you’re a bit dizzy) V. Criticals which give some mathematical detriment (it hit your arm, you’re now -2 to attack with your primary weapon) <span style="color: red">Don't care.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Wizards at high levels ARE AND OUGHT TO BE feared V. <span style="color: lime">Wizards at high level are completely unbalanced. Nerf, Nerf, Nerf them to death.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Tabletop grid and dry erase V. No grid Depends on the game. <span style="color: red">For D&D, need a grid. For Paranoia type games, no grid.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Miniatures V. No miniatures V. <span style="color: lime">Miniatures only for the complicated stuff.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Tiles V. <span style="color: lime">No tiles</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">3d structures on the gaming table (things like mountains, hills, trees, etc. ) V. <span style="color: lime">No structures</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Modules V. <span style="color: lime">I’ll make up my own stinkin’ adventures</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Adventure paths V. standalone modules V. <span style="color: lime">Didn't you see what I said above? I’ll make up my own stinkin’ adventures</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Lots of Houserules V. Moderate houserules V. <span style="color: lime">We may tinker here and there, but we play it mostly by the book.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Magic item stores V. <span style="color: lime">No magic item stores. <span style="color: red">I like 4es rules for letting ritualists create and rebuild items, because item customization is important in a game like D&D. There's a major issue here- if you don't want magic item stores, you can't have a game where specific magic items are very important to a character. Or else you need a workaround, like the wizard rituals.</span></span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Roll play V. Role play <span style="color: red">Whatever, I tend to think that even saying this phrase makes you a [censored by Eric's grandma].</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">PDF magazines</span> V. Paper </span></p><p> <span style="color: white"></span></p><p><span style="color: white">PDF core rules V. <span style="color: lime">Paper</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: white">PDF modules V </span><span style="color: lime">Paper</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">PDF supplements</span> v. Paper <span style="color: red">The trend on these is that anything I need at the table needs to be paper, anything else, pdf.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Laptop for the DM at the gaming table v. <span style="color: lime">Pen and paper</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Laptop for players at the gaming table v. <span style="color: lime">Pen and paper</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Mood music while playing v. <span style="color: lime">None</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Sound effects while playing v. <span style="color: lime">None</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Boxed sets V. <span style="color: lime">Hardcover books</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Gygaxian V. <span style="color: lime">Non-Gygaxian</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Non-weapon proficiencies V. <span style="color: lime">Skills</span> V. Just wing it, do a Dex check or something</span></p><p> <span style="color: white"></span></p><p><span style="color: white">Kits V. Prestige classes V. <span style="color: lime">Neither</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Core classes</span> V. Kits and/or prestige classes</span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Feats</span> V. No feats <span style="color: red">Some other customization option would be fine, I suppose.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Class based system</span> V. No classes, just a character with various skills, abilities, and attributes.</span></p><p> <span style="color: white"></span></p><p><span style="color: white">Feats V. Book of Nine Swords-style progression trees V. I already said no feats <span style="color: red">Depends on context?</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Classed monsters with skills, feats, etc. V. <span style="color: lime">Non-classed monsters, they just have special abilities.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Detailed world politics and economies V. <span style="color: lime">Who gives a crap, lemme go kill something and take its stuff.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Rolling for social interaction results V. Roleplaying all of them out, the results are what you personally glean from it. </span><span style="color: red">Mixture of both.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Describing exactly how you are searching V. Rolling a d20 for search results <span style="color: red">I hate searching. Its the most worthless part of the game. Both options blow. Describing it is boring. Rolling a d20 makes it too random. The d20 is superior, but only by a tiny, tiny bit.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">DM Rulings V. Rules <span style="color: red">These aren't in conflict. Its a balancing act.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Player skill V. Character abilities <span style="color: red">Player skill in using character abilities. You know, like 4e. Remember all those snide "its like a board game" comments from people too dumb to realize that they were really seeing a combat subsystem that was like a tactical miniatures wargame and nothing like a board game at all?</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Heroic V. Superhero <span style="color: red">Tiers are nice, they fix this.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Game balanced encounters</span> V. The world’s a dangerous place, your 3rd level wizard might open that door and out pops Orcus.</span></p><p> <span style="color: white"></span></p><p><span style="color: white">Save or die, life’s a bittch V. <span style="color: lime">Hey, not fair, I invested a lot of time in that 15th level guy and he shouldn’t die because of one bad roll.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Classes balanced against each other per level</span> V. Every class has its place, and some are more powerful than others at certain things, or at a lot of things.</span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Rogues being able to sneak attack/backstab in combat because of flanking</span> V. He’s a thief, he doesn’t belong in combat, shoot an arrow from far away if you want to be in combat.</span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">Every character being able to do something every round of combat</span> V. Sometimes you just gotta hang back and let the meat shields or fireball howitzers do their thing.</span></p><p> <span style="color: white"></span></p><p><span style="color: white">Combat-centric/focused/driven V. Roleplay/<span style="color: lime">intrigue</span>/politics/economics –centered/focused/driven <span style="color: red">But the intrigue leads to combat, see?</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Every combat encounter should be somewhat of a challenge V. <span style="color: lime">Sometimes, your epic level characters kick down a door and it’s just a mouse in there, eating some cheese, and that’s ok, because the world is made up mostly of those kinds of encounters. That's not to say we still won't fireball it and take its now melted cheese...</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">We use CR</span> V. We don’t use CR.</span></p><p> <span style="color: white"></span></p><p><span style="color: white">XP should be gained for the GP value of treasure looted V. Nope, just for the kill. <span style="color: #00ff00">See next question.</span></span></p><p><span style="color: white"></span> </p><p><span style="color: white"></span></p><p><span style="color: white">We use an XP system V. <span style="color: lime">The DM just gives it out once in a while as he decides he wants us to progress in levels.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white"><span style="color: lime">10d6 caps to 3rd level damage spells</span> V. My 30th level wizard’s fireball can, like that meteor from 600 million years ago, cause the next ice age. <span style="color: red">This is too edition specific. In 3e, you needed the cap for balance. But the game doesn't have to be designed that way. So in 3e I want the cap.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Characters take their place on the battlefield leading troops in battle V. The battle happens while we do things only a PC group can do which helps determine the overall battle’s outcome. <span style="color: red">Both. But "leading the troops" can turn into a grind as you relentlessly kill hundreds of enemy soldiers far below your level. As long as that's avoided I'm fine.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">My favorite setting of all time is: (fill in the blank) Greyhawk, After the Ashes. <span style="color: lime">None.</span></span></p><p> <span style="color: white"></span></p><p><span style="color: white">Chanmail V OD&D V. Holmes D&D V. AD&D V. Moldvay B/E/C/M D&D V. Rules Cyclopedia D&D V. Second Edition V. Thrd Edition 3.0 V. Revised Third Edition 3.5 V. <span style="color: lime">Fourth Edition</span> V. Castles and Crusades V. Savage Worlds V. OSRIC V. True20 V. Mutands and Masterminds V. Pathfinder V. Basic RPG V. Gurps V. Hackmaster V. Monte Cook's Arcana Unearthed/Evolved V. Rolemaster</span></p><p> <span style="color: white"></span></p><p><span style="color: white">What do hit points represent?</span></p><p> <span style="color: white"></span></p><p><span style="color: white"></span><span style="color: red">An amorphous reference for how far you are from dead. Nothing more.</span></p></blockquote><p></p>
[QUOTE="Cadfan, post: 4598004, member: 40961"] [COLOR=white]I think this is an interesting survey, but ironically, I don't think that people's preferences will correlate with editions. I think that nostalgia is more powerful than that for certain types of people.[/COLOR] [COLOR=#4169e1]Schools of Thought:[/COLOR] [COLOR=white]High magic (FR) V. Medium Magic (GH, 1e) V. Low magic (Conan) settings[/COLOR] [COLOR=white][COLOR=lime]Don't care.[/COLOR] [COLOR=lime]Home made settings[/COLOR] V. Give me a base setting I’ll do the rest (1e Greyhawk) V. Give me a detailed setting and keep detailing it (2e FR). [COLOR=red]But this is irrelevant to me because its so ignorable.[/COLOR] Settings growing alongside novels (FR novels being the prime example here of togetherness) V. [COLOR=lime]Settings and novels being separate. [/COLOR] [COLOR=lime]Low level games (1-10)[/COLOR] V. Mid level games (10-20) V. High level games (20-30+) are my favorite [COLOR=lime]Detailed combat rules for combat moves, attacks and actions (anything other than swinging a weapon giving specific mathematical bonuses or penalties, for ex. -2 terrain, +4 blinded +2 full attack, -2 concealed, etc.)[/COLOR] V. Let the DM wing combat moves, attacks and actions (giving it his own bonus or detriment based on a quick gut check) [COLOR=red]This really depends on the overall game. For a game like Paranoia, I prefer the gut check. For a game like D&D, where combat-porn is a big portion of the appeal, combat has to be complex enough to support the premise.[/COLOR] Multiple worlds and settings to adventure in V. [COLOR=lime]I only really need and use one.[/COLOR] Narrative critical (it bashed the side of your head, blood is your left eye making it difficult to see and you’re a bit dizzy) V. Criticals which give some mathematical detriment (it hit your arm, you’re now -2 to attack with your primary weapon) [COLOR=red]Don't care.[/COLOR] Wizards at high levels ARE AND OUGHT TO BE feared V. [COLOR=lime]Wizards at high level are completely unbalanced. Nerf, Nerf, Nerf them to death.[/COLOR] Tabletop grid and dry erase V. No grid Depends on the game. [COLOR=red]For D&D, need a grid. For Paranoia type games, no grid.[/COLOR] Miniatures V. No miniatures V. [COLOR=lime]Miniatures only for the complicated stuff.[/COLOR] Tiles V. [COLOR=lime]No tiles[/COLOR] 3d structures on the gaming table (things like mountains, hills, trees, etc. ) V. [COLOR=lime]No structures[/COLOR] Modules V. [COLOR=lime]I’ll make up my own stinkin’ adventures[/COLOR] Adventure paths V. standalone modules V. [COLOR=lime]Didn't you see what I said above? I’ll make up my own stinkin’ adventures[/COLOR] Lots of Houserules V. Moderate houserules V. [COLOR=lime]We may tinker here and there, but we play it mostly by the book.[/COLOR] Magic item stores V. [COLOR=lime]No magic item stores. [COLOR=red]I like 4es rules for letting ritualists create and rebuild items, because item customization is important in a game like D&D. There's a major issue here- if you don't want magic item stores, you can't have a game where specific magic items are very important to a character. Or else you need a workaround, like the wizard rituals.[/COLOR][/COLOR] Roll play V. Role play [COLOR=red]Whatever, I tend to think that even saying this phrase makes you a [censored by Eric's grandma].[/COLOR] [COLOR=lime]PDF magazines[/COLOR] V. Paper PDF core rules V. [COLOR=lime]Paper[/COLOR] [COLOR=white]PDF modules V [/COLOR][COLOR=lime]Paper[/COLOR] [COLOR=lime]PDF supplements[/COLOR] v. Paper [COLOR=red]The trend on these is that anything I need at the table needs to be paper, anything else, pdf.[/COLOR] Laptop for the DM at the gaming table v. [COLOR=lime]Pen and paper[/COLOR] Laptop for players at the gaming table v. [COLOR=lime]Pen and paper[/COLOR] Mood music while playing v. [COLOR=lime]None[/COLOR] Sound effects while playing v. [COLOR=lime]None[/COLOR] Boxed sets V. [COLOR=lime]Hardcover books[/COLOR] Gygaxian V. [COLOR=lime]Non-Gygaxian[/COLOR] Non-weapon proficiencies V. [COLOR=lime]Skills[/COLOR] V. Just wing it, do a Dex check or something Kits V. Prestige classes V. [COLOR=lime]Neither[/COLOR] [COLOR=lime]Core classes[/COLOR] V. Kits and/or prestige classes [COLOR=lime]Feats[/COLOR] V. No feats [COLOR=red]Some other customization option would be fine, I suppose.[/COLOR] [COLOR=lime]Class based system[/COLOR] V. No classes, just a character with various skills, abilities, and attributes. Feats V. Book of Nine Swords-style progression trees V. I already said no feats [COLOR=red]Depends on context?[/COLOR] Classed monsters with skills, feats, etc. V. [COLOR=lime]Non-classed monsters, they just have special abilities.[/COLOR] Detailed world politics and economies V. [COLOR=lime]Who gives a crap, lemme go kill something and take its stuff.[/COLOR] [COLOR=lime]Rolling for social interaction results V. Roleplaying all of them out, the results are what you personally glean from it. [/COLOR][COLOR=red]Mixture of both.[/COLOR] Describing exactly how you are searching V. Rolling a d20 for search results [COLOR=red]I hate searching. Its the most worthless part of the game. Both options blow. Describing it is boring. Rolling a d20 makes it too random. The d20 is superior, but only by a tiny, tiny bit.[/COLOR] DM Rulings V. Rules [COLOR=red]These aren't in conflict. Its a balancing act.[/COLOR] Player skill V. Character abilities [COLOR=red]Player skill in using character abilities. You know, like 4e. Remember all those snide "its like a board game" comments from people too dumb to realize that they were really seeing a combat subsystem that was like a tactical miniatures wargame and nothing like a board game at all?[/COLOR] Heroic V. Superhero [COLOR=red]Tiers are nice, they fix this.[/COLOR] [COLOR=lime]Game balanced encounters[/COLOR] V. The world’s a dangerous place, your 3rd level wizard might open that door and out pops Orcus. Save or die, life’s a bittch V. [COLOR=lime]Hey, not fair, I invested a lot of time in that 15th level guy and he shouldn’t die because of one bad roll.[/COLOR] [COLOR=lime]Classes balanced against each other per level[/COLOR] V. Every class has its place, and some are more powerful than others at certain things, or at a lot of things. [COLOR=lime]Rogues being able to sneak attack/backstab in combat because of flanking[/COLOR] V. He’s a thief, he doesn’t belong in combat, shoot an arrow from far away if you want to be in combat. [COLOR=lime]Every character being able to do something every round of combat[/COLOR] V. Sometimes you just gotta hang back and let the meat shields or fireball howitzers do their thing. Combat-centric/focused/driven V. Roleplay/[COLOR=lime]intrigue[/COLOR]/politics/economics –centered/focused/driven [COLOR=red]But the intrigue leads to combat, see?[/COLOR] Every combat encounter should be somewhat of a challenge V. [COLOR=lime]Sometimes, your epic level characters kick down a door and it’s just a mouse in there, eating some cheese, and that’s ok, because the world is made up mostly of those kinds of encounters. That's not to say we still won't fireball it and take its now melted cheese...[/COLOR] [COLOR=lime]We use CR[/COLOR] V. We don’t use CR. XP should be gained for the GP value of treasure looted V. Nope, just for the kill. [COLOR=#00ff00]See next question.[/COLOR] [COLOR=#00ff00][/COLOR][/COLOR] [COLOR=white] We use an XP system V. [COLOR=lime]The DM just gives it out once in a while as he decides he wants us to progress in levels.[/COLOR] [COLOR=lime]10d6 caps to 3rd level damage spells[/COLOR] V. My 30th level wizard’s fireball can, like that meteor from 600 million years ago, cause the next ice age. [COLOR=red]This is too edition specific. In 3e, you needed the cap for balance. But the game doesn't have to be designed that way. So in 3e I want the cap.[/COLOR] Characters take their place on the battlefield leading troops in battle V. The battle happens while we do things only a PC group can do which helps determine the overall battle’s outcome. [COLOR=red]Both. But "leading the troops" can turn into a grind as you relentlessly kill hundreds of enemy soldiers far below your level. As long as that's avoided I'm fine.[/COLOR] My favorite setting of all time is: (fill in the blank) Greyhawk, After the Ashes. [COLOR=lime]None.[/COLOR] Chanmail V OD&D V. Holmes D&D V. AD&D V. Moldvay B/E/C/M D&D V. Rules Cyclopedia D&D V. Second Edition V. Thrd Edition 3.0 V. Revised Third Edition 3.5 V. [COLOR=lime]Fourth Edition[/COLOR] V. Castles and Crusades V. Savage Worlds V. OSRIC V. True20 V. Mutands and Masterminds V. Pathfinder V. Basic RPG V. Gurps V. Hackmaster V. Monte Cook's Arcana Unearthed/Evolved V. Rolemaster What do hit points represent? [/COLOR][COLOR=red]An amorphous reference for how far you are from dead. Nothing more.[/COLOR] [/QUOTE]
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