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Spellcasters and Balance in 5e: A Poll
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<blockquote data-quote="Xetheral" data-source="post: 8311803" data-attributes="member: 6802765"><p>Speaking only for myself, I choose D&D because that "minutiae" is sufficient to create the perception that the rules are modeling the game world, and because they provide enough detail to make mechanically modeling a character concept a fun exercise. In other words, the minutiae of D&D create a model that both simulates the game world and is fun to interact with. Yes, the same minutiae can create work for the DM to make sure that everyone continues to have fun, but I find that pretty easy to do, especially in 5e.</p><p></p><p>By contrast, in my experience (mostly PbtA, Storium, some others), systems that "foreground[]... elements of color and theme" often dispense with or de-emphasize the idea that the system is modeling the game world and instead focus the mechanics on crafting the story itself. That's cool, but it's just not the type of game I prefer to play--the resulting stories haven't felt to me like they have the same "heft" (for lack of a better term) as the stories that emerge from games that include a stronger element of mechanically modeling the game world. Also, I haven't found the play experience to be as engaging as I find 5e.</p><p></p><p>There may be systems I haven't yet tried that foreground elements of color and theme and would fit my preferences even better than D&D 5e does. If so, great--I look forward to trying them! But 5e overall fits my preferences <em>really well</em>, so it's not like I'm just settling with 5e.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8311803, member: 6802765"] Speaking only for myself, I choose D&D because that "minutiae" is sufficient to create the perception that the rules are modeling the game world, and because they provide enough detail to make mechanically modeling a character concept a fun exercise. In other words, the minutiae of D&D create a model that both simulates the game world and is fun to interact with. Yes, the same minutiae can create work for the DM to make sure that everyone continues to have fun, but I find that pretty easy to do, especially in 5e. By contrast, in my experience (mostly PbtA, Storium, some others), systems that "foreground[]... elements of color and theme" often dispense with or de-emphasize the idea that the system is modeling the game world and instead focus the mechanics on crafting the story itself. That's cool, but it's just not the type of game I prefer to play--the resulting stories haven't felt to me like they have the same "heft" (for lack of a better term) as the stories that emerge from games that include a stronger element of mechanically modeling the game world. Also, I haven't found the play experience to be as engaging as I find 5e. There may be systems I haven't yet tried that foreground elements of color and theme and would fit my preferences even better than D&D 5e does. If so, great--I look forward to trying them! But 5e overall fits my preferences [I]really well[/I], so it's not like I'm just settling with 5e. [/QUOTE]
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Spellcasters and Balance in 5e: A Poll
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