Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Weak Saving Throws
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CapnZapp" data-source="post: 6881708" data-attributes="member: 12731"><p>Thank you for your well-reasoned reply. It deserves (finally!) a continued discussion:</p><p></p><p>Which is simple really. I (choose to) believe that the designers saw this eventuality, but decided that KISS had precedence. </p><p></p><p>In other words, yes, that they themselves understand that given everything else the same, a game without "roll 22 on d20" would have been objectively superior. </p><p></p><p>(And now, for the first time, let our discussion move on beyond this basic fact!)</p><p></p><p>But that in order to accomplish this feat they would have had to muddle the ability bonus / proficiency bonus / saving throw with added complexity, and that they did not want that. After all, all these decisions happened before 5th edition was the success it is today.</p><p></p><p>One aspect of designing a (great) game is to recognize what elements of said game is encountered first. And to realize that some elements will only be encountered (by a significant part of the customer base) way after the crucial point where the public decides your game is a success or failure. </p><p></p><p>Having rules like "1-4 is always failure and 17-20 is always success", or putting a lower floor on your save bonus at high levels (or something similar) would have been beneficial for high-level play, and would have made play at that tier objectively better, but would also risk be percieved as a factor contributing to a general feeling (when the game is first used) of <em>complexity</em>.</p><p></p><p>And that the 5E designers desperately needed a win (remember, in 2013, the scenario where Pathfinder becomes the king of D&D was very plausible; the idea may seem ridiculous now, of course, since like all d20 rulesets it appears horribly overwrought and catastrophically over-complicated), and ruthlessly pruned away at rules that weren't considered to sell the game.</p><p></p><p>At <em>this </em>time, however, I think a memo to all official monster designers that basically says "keep away from save DCs above 20" (unless the effect of a failed save is something minor, like the strength saves to avoid falling prone previously discussed) would do the trick. No actual rule would then have to be changed.</p><p></p><p>(This goes for player characters too. But we have already established that if you hand out all the items in the DMG to your PCs, you will only have yourself to blame.)</p><p></p><p>As for the madness rules, I find them to be... wonky. On one hand, they appear to be designed for a gradual descent into indefinite madness (with the accumulating madness points)... on the second hand, their effects are incredibly blunt (and TBH, overpowered)... but on the third hand, the DMG is open to the possibility that a mere Lesser Restoration washes away everything. </p><p></p><p>Basically it makes no sense, if viewed as a complete and finished rules package. If viewed as a box of tools and components, OTOH, it has its uses. Shame noone told the OotA designers that, though - they treat the DMG Madness chapter as any other rule, one that is self-contained, complete and internally consistent. But you would never reach more than a single Madness point once the party gets access to Lesser Restoration if that's all you need! (Which I believe is how you must run the game in a formal environment like Adventurer's League, where you can't have table rules and rules interpretations)</p><p></p><p>And so the verdict on this entire business with Madness and the Demon Lords can only be one word: <strong>unfinished</strong>. </p><p></p><p>Regards,</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6881708, member: 12731"] Thank you for your well-reasoned reply. It deserves (finally!) a continued discussion: Which is simple really. I (choose to) believe that the designers saw this eventuality, but decided that KISS had precedence. In other words, yes, that they themselves understand that given everything else the same, a game without "roll 22 on d20" would have been objectively superior. (And now, for the first time, let our discussion move on beyond this basic fact!) But that in order to accomplish this feat they would have had to muddle the ability bonus / proficiency bonus / saving throw with added complexity, and that they did not want that. After all, all these decisions happened before 5th edition was the success it is today. One aspect of designing a (great) game is to recognize what elements of said game is encountered first. And to realize that some elements will only be encountered (by a significant part of the customer base) way after the crucial point where the public decides your game is a success or failure. Having rules like "1-4 is always failure and 17-20 is always success", or putting a lower floor on your save bonus at high levels (or something similar) would have been beneficial for high-level play, and would have made play at that tier objectively better, but would also risk be percieved as a factor contributing to a general feeling (when the game is first used) of [I]complexity[/I]. And that the 5E designers desperately needed a win (remember, in 2013, the scenario where Pathfinder becomes the king of D&D was very plausible; the idea may seem ridiculous now, of course, since like all d20 rulesets it appears horribly overwrought and catastrophically over-complicated), and ruthlessly pruned away at rules that weren't considered to sell the game. At [I]this [/I]time, however, I think a memo to all official monster designers that basically says "keep away from save DCs above 20" (unless the effect of a failed save is something minor, like the strength saves to avoid falling prone previously discussed) would do the trick. No actual rule would then have to be changed. (This goes for player characters too. But we have already established that if you hand out all the items in the DMG to your PCs, you will only have yourself to blame.) As for the madness rules, I find them to be... wonky. On one hand, they appear to be designed for a gradual descent into indefinite madness (with the accumulating madness points)... on the second hand, their effects are incredibly blunt (and TBH, overpowered)... but on the third hand, the DMG is open to the possibility that a mere Lesser Restoration washes away everything. Basically it makes no sense, if viewed as a complete and finished rules package. If viewed as a box of tools and components, OTOH, it has its uses. Shame noone told the OotA designers that, though - they treat the DMG Madness chapter as any other rule, one that is self-contained, complete and internally consistent. But you would never reach more than a single Madness point once the party gets access to Lesser Restoration if that's all you need! (Which I believe is how you must run the game in a formal environment like Adventurer's League, where you can't have table rules and rules interpretations) And so the verdict on this entire business with Madness and the Demon Lords can only be one word: [B]unfinished[/B]. Regards, Zapp [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Weak Saving Throws
Top