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Unpopular Opinion?: D&D is a terrible venue for horror
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<blockquote data-quote="TheSword" data-source="post: 8101896" data-attributes="member: 6879661"><p>Woah woah woah. At no point did I say that D&D was specifically designed for horror or had mechanics that were better than other systems. I disagreed with the title and the premise of the thread: I think it is a good system for modeling horror along with many other genres. I’d go so far as to say it’s a <strong>great</strong> system for customization and flexibility. It’s what means I can convert a WFRP adventure to 5e or a Pathfinder AP without breaking a sweat.</p><p></p><p>The plethora of advice on this thread from many other people goes well beyond mood lighting and sounds. It looks at encounter design, resource management, character background, plot and a host of framing methods. Yes these are in some cases system agnostic but they also have 90% of the impact of creating a horror canpaign.</p><p></p><p>You have already said that you don’t consider optional rules to be changing the system. So your claim that I’m suggesting changing 5e to something fundamentally different to 5e, is unfounded. If you want a specific list of things that within the 5e mechanics make the game suitable...</p><ul> <li data-xf-list-type="ul">Bounded accuracy makes the CR range of foes much wider without auto-kill or feeling like being punched in the face by yoghurt.</li> <li data-xf-list-type="ul">Easily customizable monshers that allow for trivially easy conversion from earlier editions, other literature or mythology</li> <li data-xf-list-type="ul">A wide range of optional rules: madness, rest variants, stat generation, sanity scores, fear, horror, chases, slow natural healing, massive damage etc.</li> <li data-xf-list-type="ul">Milestone levelling that takes away the link between progression and killing.</li> <li data-xf-list-type="ul">A magic item agnostic system that doesn’t expect every Pc to have a magic sword.</li> <li data-xf-list-type="ul">The subclass system that allows easily customizable classes.</li> <li data-xf-list-type="ul">The background system with easily customizable character motivations, flaws and flavors.</li> <li data-xf-list-type="ul">Customizable Planar effects such as described in Curse of Strahd.</li> </ul><p></p><p>You seem to suggest that customizing the game stops it being 5e. I say that 5e is designed to customized and draw on 4 previous editions worth of resources. Let’s be clear that the changes suggested don’t go anywhere near as far as AIME which is still built on the 5e chassis and is still recognizably 5e. We’re not removing spells or fundamentally changing races or classes.</p><p></p><p>Remember once again... this was the bar that was set for this discussion...</p><p></p><p></p><p>I say that is an untenable position.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8101896, member: 6879661"] Woah woah woah. At no point did I say that D&D was specifically designed for horror or had mechanics that were better than other systems. I disagreed with the title and the premise of the thread: I think it is a good system for modeling horror along with many other genres. I’d go so far as to say it’s a [B]great[/B] system for customization and flexibility. It’s what means I can convert a WFRP adventure to 5e or a Pathfinder AP without breaking a sweat. The plethora of advice on this thread from many other people goes well beyond mood lighting and sounds. It looks at encounter design, resource management, character background, plot and a host of framing methods. Yes these are in some cases system agnostic but they also have 90% of the impact of creating a horror canpaign. You have already said that you don’t consider optional rules to be changing the system. So your claim that I’m suggesting changing 5e to something fundamentally different to 5e, is unfounded. If you want a specific list of things that within the 5e mechanics make the game suitable... [LIST] [*]Bounded accuracy makes the CR range of foes much wider without auto-kill or feeling like being punched in the face by yoghurt. [*]Easily customizable monshers that allow for trivially easy conversion from earlier editions, other literature or mythology [*]A wide range of optional rules: madness, rest variants, stat generation, sanity scores, fear, horror, chases, slow natural healing, massive damage etc. [*]Milestone levelling that takes away the link between progression and killing. [*]A magic item agnostic system that doesn’t expect every Pc to have a magic sword. [*]The subclass system that allows easily customizable classes. [*]The background system with easily customizable character motivations, flaws and flavors. [*]Customizable Planar effects such as described in Curse of Strahd. [/LIST] You seem to suggest that customizing the game stops it being 5e. I say that 5e is designed to customized and draw on 4 previous editions worth of resources. Let’s be clear that the changes suggested don’t go anywhere near as far as AIME which is still built on the 5e chassis and is still recognizably 5e. We’re not removing spells or fundamentally changing races or classes. Remember once again... this was the bar that was set for this discussion... I say that is an untenable position. [/QUOTE]
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