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<blockquote data-quote="Asisreo" data-source="post: 8550530" data-attributes="member: 7019027"><p>I see. And it was said previously that it was a mix between expectations of past editions and interpretation of the current material. I think there has to do with mainstream appeal forming expectations as well, especially newer players. </p><p></p><p>So then, the discussion goes back into what D&D as a whole means both thematically and mechanically. </p><p></p><p>For me, D&D is a dungeon-crawling system where magic is necessary for survival which might be why I don't quite understand the divide. Still, people view D&D differently, something like a mythic adventuring system. </p><p></p><p>Of course, that means some people are upset because in those types of games, the given abilities to a high-level spellcaster can be enormous. For me, though, I just don't play those games.</p><p></p><p>Do I think it's wrong for people to play those games? Absolutely not. But another thing I don't understand is why does D&D have to carry that burden? Some have said it's been marketed as such, but I still haven't seen anything official saying D&D is optimized to play all kinds of games. Even the creators make it clear that some fantasy styles would need homebrew adjustments if you were to incorporate them. </p><p></p><p>But Pathfinder does it better. And I think it's good that D&D has a separate niche distinct from those games as it prevents a monopoly via popularity. If you want to play a game where the high-level fighter feels like a superhero, play a marvel TTRPG. This isn't about kicking others out of the game or genre either, it's about advertising great, underrated systems that keep on being swallowed by the TTRPG behemoth D&D. </p><p></p><p>This isn't me being dismissive about how the people that want D&D to cover their genre feel. It's me explaining why changing the system's themes from the ground up to generalize the system could needlessly uproot the other TTRPG's. I don't think we should have all our eggs in one basket.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8550530, member: 7019027"] I see. And it was said previously that it was a mix between expectations of past editions and interpretation of the current material. I think there has to do with mainstream appeal forming expectations as well, especially newer players. So then, the discussion goes back into what D&D as a whole means both thematically and mechanically. For me, D&D is a dungeon-crawling system where magic is necessary for survival which might be why I don't quite understand the divide. Still, people view D&D differently, something like a mythic adventuring system. Of course, that means some people are upset because in those types of games, the given abilities to a high-level spellcaster can be enormous. For me, though, I just don't play those games. Do I think it's wrong for people to play those games? Absolutely not. But another thing I don't understand is why does D&D have to carry that burden? Some have said it's been marketed as such, but I still haven't seen anything official saying D&D is optimized to play all kinds of games. Even the creators make it clear that some fantasy styles would need homebrew adjustments if you were to incorporate them. But Pathfinder does it better. And I think it's good that D&D has a separate niche distinct from those games as it prevents a monopoly via popularity. If you want to play a game where the high-level fighter feels like a superhero, play a marvel TTRPG. This isn't about kicking others out of the game or genre either, it's about advertising great, underrated systems that keep on being swallowed by the TTRPG behemoth D&D. This isn't me being dismissive about how the people that want D&D to cover their genre feel. It's me explaining why changing the system's themes from the ground up to generalize the system could needlessly uproot the other TTRPG's. I don't think we should have all our eggs in one basket. [/QUOTE]
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