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
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should bring back diverse spellcaster level design.
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="EzekielRaiden" data-source="post: 8578224" data-attributes="member: 6790260"><p>I am reminded of a concept I heard recently from the MMO critic Josh "Strife" Hayes: the idea of MMO designer gluttony as the overproduction of systems for their own sake.</p><p></p><p></p><p>While it is true that people come to understand things only if they are taught, that does not actually respond to the first criticism: "that's too complex." You may believe "that's too complex" and "that doesn't make sense" are synonymous, but you would be incorrect. Things not making sense is a fault of the explanation process, which can be fixed as you suggested, by giving better explanations. Things being unnecessarily complex cannot be fixed by better explanations; they can only be fixed by making them less complicated.</p><p></p><p>One of the big problems with D&D is that it can be difficult to get into. It has extremely effective word of mouth marketing, because anyone who wants to DM must convince at least a few other people to play with them. But the market is still extremely small. As in, 5e right now has sold roughly as well as a moderately-successful niche video game. That's not an insult; for 5e to have done even that well is impressive by tabletop gaming standards. Part of having done that well, however, is the level of effort put into making it approachable. Now, sometimes, problems with how approachable a game is <em>can</em> be fixed by improving its presentation--that was one of the lessons learned from 4e, for example. But the thing you are asking for isn't that, <em>by your own admission</em>. This is not "take a complex thing and explain it better." It is "make a thing more complex because more complexity is inherently better than less complexity." And that's simply not true.</p><p></p><p>Don't get me wrong. I <em>like</em> crunchy systems. 4e is my favorite version of D&D. But complexity <em>for its own sake</em> is gluttonous game design. It is filling up the game with more things to learn solely so that there <em>are</em> more things to learn. That, right there, turns people off of a game. The initial exposure period, which sometimes may be <em>only an hour</em> but is certainly less than a single evening, is absolutely critical for getting players interested and invested into a game. D&D is, and has long been, <em>really really REALLY</em> awful at actually making this intro period effective. It tends to focus on conveying the <em>whole</em> of the rules, rather than the <em>necessary</em> rules. It tends to focus on <em>many</em> systems, rather than <em>elegant</em> systems. And, perhaps worst of all, many editions--including 5e, which actually backslid on this issue--put an enormous weight on the DM's shoulders and do not take basic efforts to lessen that weight.</p><p></p><p>Keeping class mechanics interestingly varied is an important element of any class-based game design. You are not wrong to want such variety. This is just a system unlikely to support one of the key goals of 5th edition: reaching more fans, growing the base. This is something that will only appeal to the hardcore/veteran players, and which offers little to no actual design benefits <em>other than</em> being a new shiny thing for hardcore/veteran players to play with. The push toward shared standards is not simply a matter of ease of design; it exists specifically to help make the new player experience more welcoming so people will <em>want</em> to keep playing.</p><p></p><p></p><p>As I said above: consider whether this is "so nice" because it would give <em>you personally</em> something fresh and new to work with, or "so nice" because it would make a better gaming experience for everyone involved, <em>including the brand-new people that have to learn it</em>.</p><p></p><p>Because if the answer is the former, then it may just be the case that you are asking for mechanical <em>supplementation</em> of the rules--things innately geared for people "already invested"--and not <em>fundamental</em> rules changes that absolutely everyone has to abide by.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8578224, member: 6790260"] I am reminded of a concept I heard recently from the MMO critic Josh "Strife" Hayes: the idea of MMO designer gluttony as the overproduction of systems for their own sake. While it is true that people come to understand things only if they are taught, that does not actually respond to the first criticism: "that's too complex." You may believe "that's too complex" and "that doesn't make sense" are synonymous, but you would be incorrect. Things not making sense is a fault of the explanation process, which can be fixed as you suggested, by giving better explanations. Things being unnecessarily complex cannot be fixed by better explanations; they can only be fixed by making them less complicated. One of the big problems with D&D is that it can be difficult to get into. It has extremely effective word of mouth marketing, because anyone who wants to DM must convince at least a few other people to play with them. But the market is still extremely small. As in, 5e right now has sold roughly as well as a moderately-successful niche video game. That's not an insult; for 5e to have done even that well is impressive by tabletop gaming standards. Part of having done that well, however, is the level of effort put into making it approachable. Now, sometimes, problems with how approachable a game is [I]can[/I] be fixed by improving its presentation--that was one of the lessons learned from 4e, for example. But the thing you are asking for isn't that, [I]by your own admission[/I]. This is not "take a complex thing and explain it better." It is "make a thing more complex because more complexity is inherently better than less complexity." And that's simply not true. Don't get me wrong. I [I]like[/I] crunchy systems. 4e is my favorite version of D&D. But complexity [I]for its own sake[/I] is gluttonous game design. It is filling up the game with more things to learn solely so that there [I]are[/I] more things to learn. That, right there, turns people off of a game. The initial exposure period, which sometimes may be [I]only an hour[/I] but is certainly less than a single evening, is absolutely critical for getting players interested and invested into a game. D&D is, and has long been, [I]really really REALLY[/I] awful at actually making this intro period effective. It tends to focus on conveying the [I]whole[/I] of the rules, rather than the [I]necessary[/I] rules. It tends to focus on [I]many[/I] systems, rather than [I]elegant[/I] systems. And, perhaps worst of all, many editions--including 5e, which actually backslid on this issue--put an enormous weight on the DM's shoulders and do not take basic efforts to lessen that weight. Keeping class mechanics interestingly varied is an important element of any class-based game design. You are not wrong to want such variety. This is just a system unlikely to support one of the key goals of 5th edition: reaching more fans, growing the base. This is something that will only appeal to the hardcore/veteran players, and which offers little to no actual design benefits [I]other than[/I] being a new shiny thing for hardcore/veteran players to play with. The push toward shared standards is not simply a matter of ease of design; it exists specifically to help make the new player experience more welcoming so people will [I]want[/I] to keep playing. As I said above: consider whether this is "so nice" because it would give [I]you personally[/I] something fresh and new to work with, or "so nice" because it would make a better gaming experience for everyone involved, [I]including the brand-new people that have to learn it[/I]. Because if the answer is the former, then it may just be the case that you are asking for mechanical [I]supplementation[/I] of the rules--things innately geared for people "already invested"--and not [I]fundamental[/I] rules changes that absolutely everyone has to abide by. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should bring back diverse spellcaster level design.
Top