Sure. It's totally possible but not if everyone thinks combat is the only time spotlight time matters.Is that the thing in that a good Super Hero game especially needs to do?
Sure. It's totally possible but not if everyone thinks combat is the only time spotlight time matters.Is that the thing in that a good Super Hero game especially needs to do?
D&D & its clones seems to be the only system that has that issue.imbalance between the players and GM is overrated maybe, yes, but balance between player options which is what i believe @overgeeked was actually referring to is definitely not, and needs to be given more time and attention to by the designers, no matter how awkward you make your spellcasting mechanics it's really not going to even out the massive power it provides compared to the ability to swing a big sword.
Is it a lot? I'm not well-versed in many official settings and can only think of 2e/3x Ravenloft, which had domain languages, with often multiple domains sharing a language. At least with D&D; no idea about other fantasy games, since all of the non-D&D medieval fantasy games I own are generic. Or Numenera, which had The Truth as its Common.Lots of settings do that world building. The core books shouldn't, tho.
Again, it's there, in that book no one reads and then complains doesn't have anything useful in it.Or if they don't get rid of racial languages, at least include the above paragraph as an optional rule/world-building idea.
Yep. The only place character options should be balanced is mechanics and effectiveness. Not how tedious it is to play the option. Everything in a game should be fun otherwise it should be changed to make it fun. Is your game about fighting monsters like D&D? Then every option should be fun when fighting monsters. If some options are just better than others (cough casters cough), then you have a badly designed game.imbalance between the players and GM is overrated maybe, yes, but balance between player options which is what i believe @overgeeked was actually referring to is definitely not, and needs to be given more time and attention to by the designers, no matter how awkward you make your spellcasting mechanics it's really not going to even out the massive power it provides compared to the ability to swing a big sword.
To be fair, since I've last read the DMG, I've also read or skimmed through 20-30 entirely different RPGs. I can't remember everything in every book.Again, it's there, in that book no one reads and then complains doesn't have anything useful in it.
Okay, but you "remembered" what wasn't in it.To be fair, since I've last read the DMG, I've also read or skimmed through 20-30 entirely different RPGs. I can't remember everything in every book.
Okay, but you "remembered" what wasn't in it.
I'm not picking on you @Faolyn .I am just saying that it is really common for people to make assertions about rules or advice D&D doesn't have, and be dead wrong about it because (as I stated upthread) D&D has a RTFM problem.
Now, part of the reason D&D has a RTFM problem is because the manual is 1000 pages. You could distill 5E to a single 100 page rulebook and it would run fine, maybe even better, but between analysis paralysis causing numbers of options, and prose that is way too self indulgent, we get a dense mass of rules no one actually reads all of. One of the reasons the OSR and OSR adjacent games have been so successful recently, IMO, is that they make reading and referencing the rules easy. They do so by being both concise and conservative in scope of core options. D&D would be better if it did the same.