Hard agree. For many players it comes from a simple desire of "I want to emulate [X] from [media Y]. How can I do that in [TTRPG Z]?"It's not "vs" or at least it shouldn't be. They should work together to achieve the desired experience.
It did advance a bit in 2008, but the backlash against the edition set us back another decade, for better or worse.I often say D&D's class design mentality is decades behind at this point.
Then you should be thankful that you have no shortage of TTRPGs out there on the market that cater to your preferences.All that talk about basing RPG character classes on tournament videogames sounds absolutely awful to me.
When players are encouraged to think of their moves in game mechanic terms instead of narrative terms, there's something gone completely wrong.
I think the main modern philosophy is not of just mechanics but making the characters mechanically look like the narrative.Even if it makes the class or race a lot more complex.All that talk about basing RPG character classes on tournament videogames sounds absolutely awful to me.
When players are encouraged to think of their moves in game mechanic terms instead of narrative terms, there's something gone completely wrong.
Yeah, modern computer/video game design philosophy leans more into the playstyle of the class/archetype fantasy so that simply playing the game means that classes feel different in play. As you say, D&D (and its heartbreakers) tend to lean more into "fluff it up, buttercup" or "eh close enough."I think the main modern philosophy is not of just mechanics but making the characters mechanically look like the narrative.Even if it makes the class or race a lot more complex.
A Major D&Dism is making a class or race using easy mechanics or via refluffing rather than designing mechanics that match the narrative. D&D is built on "Eh close enough" as the default.
Like most of us here, the WotC staffers are much older than the core demographic.I often say D&D's class design mentality is decades behind at this point.
With a rant like this, I'm surprised you're not complaining about kids today liking their tinker toys, hula hoops, and hip-hopping wraps.Personally, I cannot stand the direction D&D has taken. Although it was for kids when I started in the 80s, it was Conan. LotR. Swords and Sorcery. Great posters of monsters and warriors and a little more skin... now it is Pokemon and Harry Potter, with some Care Bears thrown in and a PG-13 rating at best, sometimes G.
I've seen more player characters die in 5e than I ever seen die in the Cypher System. And could you remind how races are typically done in the Cypher System again? Isn't it mostly picking a Descriptor like everyone else, which entails adjusting your pools a bit and maybe a skill training/deficiency without much real impact?My two groups still have tons of fun with TTRPGs, but we switched to Cypher System and now PF2 after a while. No new D&D products interest my players (they are the butt of some jokes heh), and they certainly don't like some of the vague mechanics of 5E, let alone trends like it being so hard to die (a reflection on the new generation? You decide), all the races being the same mostly (no real differences between the many races with tails and fur), and the nature of the newer generation of RAW fundamentalists.
I suspect that "gritty" in this context means something closer to "a false history rooted in nostalgia" more than anything else.A shame 5E doesn't have lines of products based on interest or age. Harry Potter for the younger ones, and perhaps something gritty for the grognards. Ahh well, us grognards have so many old books I can make new campaigns for decades!
I mean, it isn't though.Now it is Pokemon and Harry Potter, with some Care Bears thrown in.
I find it really weird as well that you went Cypher and PF2. Neither system is remotely "gritty". Neither system is remotely like earlier editions of D&D. I haven't played PF2 yet, just read the rules, but the death rules seem to be nigh-identical to 5E D&D, except you make a "recovery check" instead of a "death save", and if you make even one recovery check, you stabilize (rather than needing outside help or a 20 like 5E). Just like 5E, if you're healed for even 1HP, you're immediately back on your feet.let alone trends like it being so hard to die (a reflection on the new generation? You decide)
There are "different opinions" like, "Alignment is useful" or "Alignment is terrible" or "Full HP regain on long rest is too much" or whatever. Or even "I don't like any edition of D&D after 3E", but then there are also really ill-informed or unreasonable opinions, which aren't helpful to anyone, except maybe to illustrate the folly of certain positions.Sorry it felt like a rant. People have different opinions, is that ok?
"Just an opinion" is the motte to your earlier bailey post. You decided to voice your opinion in a grossly inaccurate manner that was clearly meant to denigrate younger people than yourself. That seems to have exceeded the respectful bounds of a harmless difference of opinion.Sorry it felt like a rant. People have different opinions, is that ok? I hope so!
Not doing the reply to every sentence in the post thing like you. My view is just an opinion. Sorry it does not go with yours.
This is a discussion forum, and I answered the OP. Be well.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.