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D&D 3E/3.5 Thoughts of a 3E/4E powergamer on starting to play 5E

It's not "a bit." Literally every single question that any player asks about 5e must be prefaced (or postfaced, I guess? postscripted?) with "Your DM can override absolutely everything, including the explicit rules text." Meaning there's really not a damn thing anyone can advise, recommend, or discuss with them--because the DM has absolute, universal, unquestioned and unquestionable latitude.

It's not "frightening." It's just annoying. For one, I want my choices to matter--to have consequences, that I at least could have foreseen. A DM that overrides a critical hit when the chips are down is a DM who prevents my mistakes, including the mistake of "trusted the dice too much," from mattering. I cannot learn what not to do, by seeing how something I did had bad consequences, because those consequences got taken away. (The same argument applies to padding an enemy's HP when it goes down "too fast" for the DM's liking).

For two, it frustrates the hell out of me that the books quite literally go out of their way to disparage my preferences. The book where the authors had the intestinal fortitude to explicitly recognize and affirm a deeply marginalized group in our society (trans* people) is the same book where I get intentionally marginalized as a member of the D&D community. That's pretty f*cked up--and it was done, not just in the name of "DM Empowerment!", but in the name of empowering a specific set of DMs.

Third: DMs kinda never haven't had latitude. They are not just the creators of the world and the active agents behind the array of opponents and obstacles players face, which alone is a pretty gorram huge amount of latitude. They're also the purveyors of all information about that world. Players can only know that which the DM tells them; players cannot see, or hear, or touch, without the DM acting as the go-between. Players are blind, deaf, and numb without them. That's an even more enormous form of latitude--and real DMs absolutely exploit that information disparity to the fullest, and expect players to like it, as the "Was I in the wrong?" thread demonstated. Before we even get into any part of the rules or their workings, or the books' advice to DMs, or anything else, those three facts (world-creator, opposition manager, sensory go-between) always guarantee an enormous amount of latitude for the DM.

Player latitude is to be valued because of that last point, by the way--no game that has any meaning to the role of the DM (whatever name the game chooses to give it) can avoid placing those three enormous forms of latitude squarely in that role's corner. A little bit of certainty--some space of consistency and reliability for the players to hang onto--is a drop in the bucket compared to all of that. Why shouldn't we value giving some of that, given what the DM must necessarily receive by *being* DM?

It is a bit. Every edition has had a rule or caveat of some sort that ultimately, the DM's word is final. It's just that some editions support that concept throughout, and others state it in one section and then don't really reinforce the idea. However, in practice this isn't really common. Show me a DM who exerts absolute control over the game and I'll show you a lonely DM.

And no one is saying to take away players' choices or decisions all the time. The players' choices always matter. No one is suggesting to eliminate that from the game. What we are saying is that the DM should have the ability to decide when it is right to do so in order to ensure that the game is as much fun for everyone as possible.

Essentially, player agency doesn't matter more than player enjoyment.

If you feel you choices don't matter or don't have consequences that you can foresee, then yes, your DM has probably dropped the ball in some way. But if your party gets in over its head, and is facing a TPK situation, and your DM maybe softens things up a bit (whether you know this or not)...do you really feel like he's robbed you of your ability to learn from your mistake? Must your failure be absolute in order for you to see it? I wouldn't expect so.

I have no idea what you're referencing when you say you feel marginalized....sorry you feel that way, though.

The DM's role does require all of that latitude, I agree. They have to do all that. And yes, of course some DMs are jerks and anise that power. Just as some players are jerks and disruptive to the game in other ways. Let's just assume for the sake of discussion that you have a competent DM running a game for competent players. If the players trust the DM with all those aspects of the game you listed...the storytelling, the NPC management, and the sensory interface...why balk at the idea of the DM being the one to determine a DC for a skill instead of the book giving a specific list of pre-determined DCs for most tasks associated with each skill? Or any of the other minor tasks that DMs tend to determine in 5E rather than relying on codified rules?

Seems like a silly concern to worry about such trifles when the whole game hinges on the other much larger aspects of the role.
 

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This is true of all editions of D&D.
While I can't find anything stating anything like your initial statement in 5e, the ability to override specific rules has always been within the DM's perogative. That is literally what houserules are.

Sure. But because 5e puts "DM empowerment" front and center, it's not really meaningful to discuss its rules. The rules are, at absolute best, a loose guideline DMs may choose to follow, if and when they feel like it. Fighters' Second Wind doesn't exist because "it's unrealistic"? Perfectly fine in 5e--DM Empowerment! Dragonborn will be treated to constant racist, torches-and-pitchforks mobs because they look so weird? Perfectly fine in 5e--DM Empowerment! Nobody can play Warlocks, because all Warlocks have to be evil and the DM doesn't allow evil PCs? Perfectly fine in 5e--DM Empowerment!

It's a lot--a *LOT*--more fundamental than just "DMs can make house rules like they always could." It's "the rules don't matter at all unless you explicitly hear your DM say they do. And maybe not even then."

Which book was this? What did it say?

PHB. What it said: stuff I like isn't part of D&D worlds, unless I get special DM dispensation, while all the stuff arch-traditionalists want is fundamentally part of the D&D identity. In fact, they're a fundamental part of fantasy writing, even though two of the most popular fantasy game universes today (Azeroth, Nirn) don't feature one of those things. What it didn't say: Warlords aren't part of D&D's core identity, they're so far from it that they don't even get mentioned in the book, and Fighters are back to having their level of mechanical engagement securely capped well below the simplest of simple casters.

Pretty much this. The only way that this edition differs is that it has less complex rules for specific situations, but all editions have had sections that required DM interpretation.
Now, you get bad DMs, but you get them in every edition. The phrase "What the DM says, goes. But if he says too much crap, so do his players." did not originate in a recent version of D&D.

Sure. But I've never seen a book that went so far out of its way to empower DM rejection of anything "new" in D&D.

Is there anything in particular that makes you feel like you don't have that player latitude?

Well, for example, the bit about "just treat 8-or-less as auto-fail, 15-or-more as auto-success, and decide whatever you want for the rest, your players will never know the difference" made it pretty clear that this was the edition for DMs who don't care whether their players can learn to play well or not. That plus the (IMO extreme) lethality of the early levels, so you can't afford to make small mistakes or you lose your character, reinforced to me that player latitude is at best a DM sufferance in 5e, and at worst a (more or less) carefully concocted illusion to string players along.

It is a bit. Every edition has had a rule or caveat of some sort that ultimately, the DM's word is final. It's just that some editions support that concept throughout, and others state it in one section and then don't really reinforce the idea. However, in practice this isn't really common. Show me a DM who exerts absolute control over the game and I'll show you a lonely DM.

If you have the time--it's rather a long read, so I'd totally understand if you don't--check out the "True Exotic Races" thread sometime, or better yet, a handful of threads from the temporary Warlord forum. That's the attitude I'm reacting to.

And no one is saying to take away players' choices or decisions all the time. The players' choices always matter. No one is suggesting to eliminate that from the game. What we are saying is that the DM should have the ability to decide when it is right to do so in order to ensure that the game is as much fun for everyone as possible.

Sure they are, for a suitable definition of "they." The threads about fudging, changing HP in the middle of combat, etc. all were exactly that. Player choices only matter up to the point at which the DM decides "Eh, no, that's not what I want to happen, I'd better bend reality to make sure it happens the way I want to see it." And as soon as you cross that line, *none* of the choices matter--because they're always that entirely-arbitrary "That's not what I want to see" (whether it's "unluck got the PCs" or "the monster I made died before it showed off its cool trick") away from being overruled. It's this parentalistic "DM knows best--now run along, players, or you'll be late for meeting the orcs!" attitude that drives me up the wall.

Essentially, player agency doesn't matter more than player enjoyment.

And I assert that enjoyment of a game is impossible without agency. Otherwise, you're not playing it, you're watching it. Which can be enjoyable! But it's not the joy provided by a game.

If you feel you choices don't matter or don't have consequences that you can foresee, then yes, your DM has probably dropped the ball in some way. But if your party gets in over its head, and is facing a TPK situation, and your DM maybe softens things up a bit (whether you know this or not)...do you really feel like he's robbed you of your ability to learn from your mistake? Must your failure be absolute in order for you to see it? I wouldn't expect so.

You would be wrong. I would feel robbed. My choices do not create consequences; the *DM's* choices create consequences. The DM just happens, in some situations, to choose not to make changes. There was a very, very long thread about fudging (several, actually, as mentioned earlier) where I articulated exactly that. If the consequences only occur because the DM deigns to let them occur, they aren't the result of *my* choices anymore, and thus the entire process of learning from the relationship between choice and consequence is broken.

I have no idea what you're referencing when you say you feel marginalized....sorry you feel that way, though.

Mostly, the Race and Class chapters--the former for what it does say, the latter for what it doesn't. See my response above for more.

The DM's role does require all of that latitude, I agree. They have to do all that. And yes, of course some DMs are jerks and anise that power. Just as some players are jerks and disruptive to the game in other ways. Let's just assume for the sake of discussion that you have a competent DM running a game for competent players. If the players trust the DM with all those aspects of the game you listed...the storytelling, the NPC management, and the sensory interface...why balk at the idea of the DM being the one to determine a DC for a skill instead of the book giving a specific list of pre-determined DCs for most tasks associated with each skill? Or any of the other minor tasks that DMs tend to determine in 5E rather than relying on codified rules?

I don't balk at DMs setting DCs for things--that's something I expect, as part of the "active agent behind the obstacles" thing. I do balk at DMs not setting DCs at all, and just looking at the number on the dice to decide if it's a success or a fail, "your players will never know the difference." But that's a thing recommended, if not in the books themselves, at least by 5e's designers during the playtest! (I can't recall if that specific section got put in the DMG--I *think* it did, but not strongly enough to just assert it.) I balk at a game that encourages DMs to deceive their players--not just not revealing everything (which is fine), not just having NPCs that sometimes lie (which is fine), but that actually encourages DMs to use smoke and mirrors about the system itself.

Seems like a silly concern to worry about such trifles when the whole game hinges on the other much larger aspects of the role.

If they're trifles, why does it matter what happens either way? Let me have my trifles and be happy--you're only missing out on trifles anyway, so it won't hurt you any but will make me happy. Right? But clearly they're not trifles, or you wouldn't care either way about how they're handled. They're not trifles--for me, anyway--specifically *because* they're small, but meaningful, ways to keep player and DM active in the creation, expression, and development of the world.

Dungeon World, for example, is full of places where the rules quite literally say that the DM *must* do something--and I love it for that. If I roll well on a discern realities (essentially 'spot/search/listen/etc.' all rolled into one), I can ask three discrete questions from a specific, narrow list (of 5 total) provided in the rules, and the DM must answer them truthfully. I think that's beautiful and amazing! It gives the player just the tiniest bit of clear, incontrovertible agency, in contrast to the monolithic and pervasive agency provided to the DM. Nothing game-breaking, nothing plot-destroying (a truthful answer need not be a complete answer, after all), but deeply meaningful to me as a player. Or if I roll well on spout lore (essentially 'all knowledge skills' rolled into one), the DM *has* to tell me something "interesting and useful" about whatever situation I'm spouting lore on; if I roll only okay (partial success, 7-9 on 2d6+mod), the DM just has to tell me something *interesting,* and it's up to ME to make it useful. Again--beautiful! These are things that excite me, that inflame my passion to play, even though Dungeon World in general is well below my (usual) tolerance for minimum crunchiness.
 
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Interesting analysis. That actually could explain a lot of the disconnect in this debate.

Thanks! I think it likely does.

As an older player who pretty much skipped 3e and 4e, I see the DM as a lot more than just a referee/rules adjudicator. The DM is the "master storyteller", and although I as a player am participating in the fiction, I willingly delegate authority to the DM to do whatever he/she deems necessary to make it a good, edge-of-your-seat story. I *expect* all DMs to have different styles...I don't want them to be as impartial/neutral as a sports referee...and like dropping an author and trying a new one if I don't like a book, if I don't like a DM I'll look for a new table.

I run D&D in two very discrete ways and use two very different systems for those two ways.

The first is straight-up pawn stance dungeon crawling where I'll use either RC, a house ruled 1e, or Torchbearer. I used 5e basic once. There I would say that I am pretty much as close to a referee/rules adjudicator (during play) as possible. It is before play, during dungeon and table generation, that I I'm more.

The second is heroic fantasy "story now" play where I'll use either 4e or Dungeon World (Cortex+ for a one shot now and again). My primary job here is to plug into PC flags by:

(a) framing the players into conflicts they have signaled they care about (through their PCs)

(b) push the players as hard as I can by advocating for the opposing side, using the GM tools (principles, techniques, and system tech), and respecting the conflict resolution mechanics

(c) evolve the post-conflict fiction by sticking to my principles, respecting PC build flags, and honoring the stakes + cohering with the established fiction prior to the conflict.

The latitude required for both styles is pretty similar (follow the rules/play procedure and maximal player agency in either "exploring a dungeon and trying to get out with as much treasure before the clock hits 0" or "generating emergent story that you care about"). There is some overlap in instruction and techniques but a fair amount that is mutually exclusive to one or the other. Overhead is has some very, very key differences in both breadth and focus.

There's no one right way to DM.

In general, I do not disagree.

Where we might (or certainly might not!) disagree is where "the planchette" [MENTION=42582]pemerton[/MENTION] was referring to, GM latitude, player agency, and social contract meet...and butt heads.

Player agency is important to the game...and that very may well be true for some players/DMs more than others...but it isn't the only concern. Nor should it be.

I framed my post the way I did for a reason. Lots and lots of GMs will stridently deny that there exists player agency subordination in certain GMing techniques (of which latitude is an utter requirement). However, if their players disagree with them, especially vehemently, there is a problem. If the players disagree and this disagreement is a violation of social contract, then that problem becomes a major one.

However.

The covert deployment of GM force * to steer story in a direction would be proper GMing if the deployment of such techniques is expected by the players (see [MENTION=6801328]Elfcrusher[/MENTION]'s post above). If the other GMing tools, the (sometimes) difficulties of play conversation, and system tech isn't up to the task of delivering that organically, then it is not just proper, it is mandatory (therefore, good GMing).

It is all about play priorities, honesty, and social contract. If the ability for players to move the needle and drive outcomes via their play (agency) isn't the paramount concern, and something else is, then so long as that is canvassed honestly and agreed upon, then there should be no dysfunction at the table!

But we (RPG dorks on a message board) should be able to have a conversation about play priorities and how certain techniques (driven by GMing latitude and/or system opacity) affect play and player agency. Don't you think?

* Dictating outcomes. Typically by suspending/abridging the action resolution mechanics or outright using unestablished backstory, of which only you could possibly be privy to, to veto a player move because that move puts your metaplot/setting/scene in a precarious position with respect to your agenda.
 

Well yes, at times there is an adversarial angle to the game; the DM is in control of the players' opponents, and should try to run them believably and effectively. But what I mean is deeper than that aspect of the game.
This doesn't directly respond to my key point, though: if, as GM, I am never bound, then the only limit on how hard I push is me deciding not to push any harder. That is the situation that I want to avoid. And what lets me avoid it is being bound - by rules, by mechanics, by principles for introducing opposition, etc.

I don't think I have to be bound at every point. For instance, in 4e I have extreme latitude on introducing adversaries of the PCs into play (contrast, say, Marvel Heroic RP, where this may be limited by the Doom Pool). But there is also a pretty reliable encounter difficulty metric in 4e, which means I at least know how hard I have chosen to push. And, once I am actually resolving action declarations in relation to those adversaries (both my declarations for them, and the players' declarations for their PCs in opposition to them), I am bound.

If, at every point, I had to decide whether or not it was "good for the game" to actually apply the outcomes of some particular episode of action resolution to the fiction, I feel that I wouldn't really be pushing the players at all. In fact, I feel that would be very close to simply free narrating a story in response to suggestions from them.

Why is player latitude to be valued so highly, but GM latitude is so frightening?
Because they have different roles in the game?

In my case, very roughly, the job of the GM is to (i) generate the bulk of the backstory, and handle all of the backstory so that it hangs together and makes sense; (ii) frame the players, via their PCs, into situations that will challenge them in respect of the things they have signalled (formally and informally) that they care about; (iii) adjudicate action resolution, and when narrating failures keep a very close eye on those same signalled matters (= "fail forward").

The players' job is to (i) build PCs who are ready to be challenged; (ii) sense the aforementioned signals; (iii) play their PCs - in particular, that means declaring actions in the face of challenge.

Asymmetric responsibilities means asymmetric latitude.

Others who see the allocation of responsibilities differently will of course take a different view about the degree of latitude that each should enjoy.

Every edition has had a rule or caveat of some sort that ultimately, the DM's word is final.
That doesn't tell us very much about the GM's latitude, though. In Australian law, the judgments of the High Court of Australia are final, in the sense both that it is the apex appeal court for the whole country and that there is no appeal from its decisions. But its latitude is limited - for instance, in most cases it is obliged to apply pre-existing law in the resolution of the controversies before it.

In the D&D context, for instance, the GM has the last word on (say) whether or not his/her dungeon notes included a notation that a particular monster will always pursue fleeing characters. But that doesn't mean that the GM is just at liberty to make it up! Or to lie about it!

I use this example deliberately, because it appears in Gygax's explanation of the rules for evasion and pursuit underground (DMG, p 67):

When player characters with attendant hirelings and/or henchmen, if any, elect to retreat or flee from an encounter with a monster or monsters, a possible pursuit situation arises. Whether or not pursuit will actually take place is dependent upon the following:

1. If the matrix or key states that the monster(s) in question will pursue, or if the MONSTER MANUAL so states, then pursuit will certainly occur.

2. If the monster or monsters encountered are semi-intelligent or under, hungry, angry, aggressive, and/or trained to do so, then pursuit will be 80% likely to occur (d10, 1 through 8).

3. If the monster or monsters encountered are of low intelligence but otherwise suit the qualifications of 2., above, then pursuit will occur with the following probabilities:

A. If the party outnumbers the potential pursuers, then pursuit is 20% likely.

B. If the party is about as numerous as the potential pursuers, then pursuit is 40% likely.

C. If the party is outnumbered by the potential pursuers, then pursuit is 80% likely.

D. If condition C. exists, and furthermore, the potential pursuers conceive of themselves as greatly superior to the party, then pursuit is 100% certain.​

We might think this is a good rule, or a bad rule. But whichever it is (and opinions might reasonably differ), I think one thing is clear: it only makes sense if we assume that the GM is bound by what is written in (or not written in) his/her dungeon key or in the MM. Thus, for instance, if the GM did not write down that certain monsters always pursue; and if the MM doesn't state that they do; then the GM has to make the d10 roll. And, again, the rule only makes sense if we assume that the GM is bound by the outcome of that roll in deciding whether or not pursuit ensues.

The reason why the GM is bound is fairly clear, I think - if the GM were not so bound, then scrying and scouting and other information collection by the PCs (which it itself the demonstration of skillful play by the players) would be pointless, because they could not rely on that information.

This is different from my preferred approach to RPGing, but I find it closer to my preferred approach than the "GM as storyteller" approach.

In my opinion, a good DM knows when to allow player choices to shape and mold the events, but knows that at times it is equally important to take the reins a bit. Whether it is to steer the story back on track a bit (example: the characters are doing everything except go to Castle Ravenloft) or to avoid a TPK (by having a critical hit that would put the entire party at risk be only a hit, or something similar).
This is very different from my preferred approach, in which there is no "track" to get the story back onto. The players run up their flags; the GM frames the PCs into situations in response to that; the players declare actions for their PCs; we find out what happens, via action resolution; this may well change the flags that have been run up; and the cycle repeats.

That might be a case of the lack of definition of player agency. Players are still at liberty for their characters to attempt anything that they want to. The difference made by doing something like setting the encounter in a different place is to adjust the chances of what they want to do. Its just one of the types of decision when putting together an adventure. No player agency lost any more than deciding that the characters will encounter zombies in the twisting catacombs for a fight where the more defensive characters can shine this time around for example.
To me, that example (zombies in the catacombs) is not uncontroversially consistent with player agency. Why are the PCs in the catacombs? Why has the GM decided that there will be zombies there? How does this related to past actions declared by, or decisions taken by, the players?

Here's an example of what I have in mind, within my preferred style. (This is an actual play example). One of the players makes a check (Circles in Burning Wheel, which somewhat resembles Streetwise in D&D and Classic Traveller, but is applicable to whatever social stratum the PC comes from, not just underworld types), to try and make friendly contact with a prospective employer from the sorcerous cabal to which he belongs. The check fails, so in fact he is called to a meeting with Jabal the Red, one of the leaders of the cabal, to be dressed down. The details and logic of the dressing down don't matter, other than to say that it involves a mysterious feather the PC had previously bought at a market stall - what does matter is that (i) Jabal lives in a tower, and (ii) the PCs notice a furtive stranger on a staircase of the tower, who fits the description earlier given to them of the person who sold the feather to the market stall-holder.

The reason for (ii) is that this speaks to the players' engagement with the mysterious feather. The reason for (i) is that, when the players later on sneak into the tower to see what they can learn about Jabal and his furtive friend, the PC with the instinct "When I fall I cast Falconskin (ie shapechange into a falcon)" has a reasonable prospect of having a fall. Thus, both these decisions as a GM, about the particular backstory that I introduce into the game, reinforce the players' agency by speaking to and building on the signals they have already sent. They are not arbitrary relative to those signals (nor, even worse, do they actively shut down those concerns).

Within the Gygaxian skilled play context, here is an example of how things might go wrong (this is a hypothetical example):

* The PCs have explored a particular section of the dungeon, checking for metal and minerals with their wand, and detecting magic;

* They have detected a particular treasure horde, and casting Divination tells them that they have a reasonable prospect of success at recovering the treasure, provided they bring along some fire with them;

* They have memorised plenty of fireball and burning hands spells, as well as packing the wand of fire they'd been saving for just such an occasion;

* When the PCs open the door to the horde, ready to burn the anticipated enemies within, the GM tells them that a pit opens in the floor beneath them, and they fall through into some catacombs as the pit seals above them.

* In the catacombs, the PCs are assaulted by zombies; and the damp and water of the catacombs makes the PCs' fire attacks hard to bring to bear.​

That is not a "zombies in catacombs" example that respects player agency. Depending on the details, there are different points at which agency was thwarted: if the pit was not written into the dungeon key in advance, then introducing the pit is the problem; if the pit was written in, then the GM should have somehow alluded to that in the Divination result; if the pit was written in but is shielded by some sort of undetectable magic (so the Divination spell was "unaware" of it) then we have probably the most extreme version of the situation.

Generalising the examples: there are different ways of introducing content into the fiction, and framing the PCs into that content. Some of those ways respect player agency, others don't. You can't tell which just by identifying that what has happened is the GM framing the PCs into a particular situation.

their opinion is just as valid as yours.

There's no one right way to DM.
This is true, but surely it cuts both ways. In the context of this thread, it means that the idea of playing a game with a low degree of GM "latitude" (to borrow [MENTION=6696971]Manbearcat[/MENTION]'s terminology) in which the players have a high degree of ability to impact the fiction via action declarations for their PCs, can't be per se objectionable.
 

This is true, but surely it cuts both ways. In the context of this thread, it means that the idea of playing a game with a low degree of GM "latitude" (to borrow [MENTION=6696971]Manbearcat[/MENTION]'s terminology) in which the players have a high degree of ability to impact the fiction via action declarations for their PCs, can't be per se objectionable.

Not if "more weight must be given to 'traditional' D&D as it was before 3E" is one of the premises.
 


Sure. But because 5e puts "DM empowerment" front and center, it's not really meaningful to discuss its rules. The rules are, at absolute best, a loose guideline DMs may choose to follow, if and when they feel like it. Fighters' Second Wind doesn't exist because "it's unrealistic"? Perfectly fine in 5e--DM Empowerment! Dragonborn will be treated to constant racist, torches-and-pitchforks mobs because they look so weird? Perfectly fine in 5e--DM Empowerment! Nobody can play Warlocks, because all Warlocks have to be evil and the DM doesn't allow evil PCs? Perfectly fine in 5e--DM Empowerment!

I think 5e puts DM adjudication more front and center, because more adjudication is needed, but not "empowerment." They are not the same thing. Personally I run 5e pretty much like a I ran 1e and like I ran 4e. The only difference is that when I started in 1e, I was 12 and didn't know what I was doing. So I tended rail-road my players and acted somewhat like the "empowered" DM you described. But I grew out of that, and I think most DMs do.

Heck, if it is really an issue for you - why don't you rotate DMs? I believe somewhere in the 5e core books that is a recommendation, and kinda breaks the idea of DM empowerment if everyone is the DM.

I addition, I don't think 5e is hostile to the warlord concept (or fighters) - the designers just haven't figure out how to do it yet. With multiclassing and the right background and feats you can do a pretty good job of making a warlord with the core rules. And luckily there are lots of options on the DMsGuild as well.

Now, one clarification, I am a fairly accommodating DM. My 4e group consisted of a Lizardfolk (wizard/fighter), Yaun-ti (warlock/fighter), a dragon (ranger), a halfling (rouge) raised by shaugin, and two elves (druid and fighter). I literally gave them the MM and said they could select any intelligent creature with the understanding that we would have to adjust the creature as needed to balance it with the rest of the group.
 

And it would seem that a common objection is that "the olds" shouldn't be allowed to run 5e in their own ways because they are all just denying "player agency" and "doing it wrong" and "not using modern systems," and telling everyone to "take their Warlord class and get off our lawns."

shrug

What you (and EzekielRaiden) miss is that 5e allows games to be run in a multitude of different ways.* A table can houserule it to only have dwarves, elves, and humans, and run the dungeon-est crawl-y game ever with no Warlocks, feats, multiclassing, or evil parties and go on murder hobo'ing if they like (in a good way, because Orcs need killing).

Or a party can take advantage of the wealth of material in the PHB and the DMG and UA and the other releases and play multi-classed genasi and aaracockra to their heart's content that concentrate on grid combat.

It also helps to remember that the PHB was released August 19, 2014. Which makes the system less than two years old. Personally, I enjoy that the system started "clean," and I hope that they keep it that way. I also hope that, at some point, there are additional (official) releases that better allow you to customize the way that you want to play; but there is nothing keeping you from doing that now.

D&D has never been a board game where all the rules have been good to go out of the box.** Find a table that plays in the style you like. Because it doesn't matter if there are anonymous commenters saying, "I think Dragonborn are a stupid race," or "Gnome were always a mistake, and you should kill them for their pointy hats,"*** what matters is what you like, and how you want to play.





*5e is legion.

**Well, almost never. And that's not really fair to board games; the number of variants of even a simple board game like Axis & Allies is pretty amazing. And even Monopoly has house rules.

***Although you should.

The argument isn't that the olds shouldn't be able to play their game, but that the system shouldn't validate the preferences of the olds above others, and that for a lot of the olds, the system excluding or discouraging what they don't want in the game is as important as or imperative to being able to play their game.

The olds getting to play the game they want shouldn't be at other people's expense.
 
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The argument isn't that the olds shouldn't be able to play their game, but that the system shouldn't validate the preferences of the olds above others, and that for a lot of the olds, the system excluding or discouraging what they don't want in the game is as important as or imperative to being able to play their game.

The olds getting to play the game they want shouldn't be at other people's expense.

Really... because it seems like in saying... "Hey, play the game the way you want to play"... it's not really "validating" any particular play style (Now if you can't find a DM who wants to run in the style you enjoy that's a wholly rules independent problem). On the other hand the last two editions very much either through the culture that grew around them and/or their rules & DM'ing advice really did validate a specific (narrower??) playstyle.
 


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