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
What Is D&D Generally Bad At That You Wish It Was Better At?
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="EzekielRaiden" data-source="post: 9609471" data-attributes="member: 6790260"><p>Unfortunately no, for three reasons.</p><p></p><ol> <li data-xf-list-type="ol">The monster design for 5.5e is, to put it bluntly, sloppy (mostly because it was so in 5.0, to be clear). For example, we've gotten leaked info saying that spells, whether used by players or monsters, are "balanced" with some...not entirely wise or fitting ideas (like an AoE spell is assumed to only hit two targets...)</li> <li data-xf-list-type="ol">The lack of monster roles significantly hurts the utility of the XP budget process, because it is a lot harder to parse how different monsters' abilities, strengths, and weaknesses interact within their group. You need to know a lot more about each one in order to put together a team that is effective but not overwhelmingly powerful, especially because of the aforementioned spells (and some other abilities) being severely undervalued, or (less commonly) overvalued.</li> <li data-xf-list-type="ol">The system is still <em>ultimately</em> CR-based; its XP values are themselves based on the CR of the creature in question, so it's just the CR method with more steps. That linked page, for example, explicitly says not to use too many low-CR creatures, because such creatures don't give XP but still increase the difficulty of the encounter. To have an XP budget system where some monsters literally <em>don't cost any XP</em> is, I should think, a pretty obvious design hole.</li> </ol><p>It's sort of a "too little, too late" kind of thing. It would be like adding subclasses to every class in the game specifically designed to have the <em>general</em> notion of 4e roles. Maybe, if such a thing had been done back in D&D Next such that it could actually interact with the system as a whole and establish useful patterns and structures, but tacking it on <em>now</em>, over a decade on, with the entire rest of the system still working the old way and this method just being a different coat of paint on that old way, it's just not going to work like 4e did.</p><p></p><p>If I may give a different example: Imagine if they added a new way to look at subclasses, which allowed players to pick one subclass features option from a list of (say) 3-5 at each point where their class gets subclass benefits, and they called this option "Kits". Would that be a true <em>translation</em> of the way 2e kits worked? Or would it just be a very, <em>very</em> slightly tweaked version of just getting a typical 5e subclass, just using the <em>name</em> "Kits" without really expressing the spirit of that mechanic?</p><p></p><p>My position is that that would be a hollow, kind of fake implementation of "Kits" in the 2e sense, which were much wilder and woolier and could heavily remake a class, something subclasses do not do and which it doesn't look like they'll ever do. (WotC has had many opportunities to make subclasses that remove or entirely replace existing class features, and has never actually done it.) It would be wearing the name of "Kits", but it wouldn't <em>be</em> Kits, not even as a translation.</p><p></p><p>As an aside, note my use of the word "translation" here. I fully understand that just ripping a mechanic out of one game and shoving it into another is often unwise and counterproductive, just like trying to rip a phrase out of one language and sticking it into another. Hence I speak of "translating" a mechanic from one edition to another; it needs to account for the different structures of the new system. But just as you can have a deeply flawed and inaccurate "translation" from one language to another, you can have such a thing from one game system to another, where the spirit of the mechanic is abandoned while preserving a superficial shell of similarity. Or, to use the famous (but probably inaccurate/false) example, Bibles poorly translated into Russian that transform "The spirit is willing but the flesh is weak" (=people <em>want</em> to do good, but human failings inhibit them) into the utterly hilarious and completely off-target "The vodka is good but the meat is rotten."</p><p></p><p>IMO, the 5.5e XP Budget is a "the vodka is good but the meat is rotten" bad translation of a 4e mechanic. I'll leave the topic there, because I'd rather not be responsible for making this "about" 4e. Just note that this is <em>far</em> from the only place that 4e mechanics were handled so.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9609471, member: 6790260"] Unfortunately no, for three reasons. [LIST=1] [*]The monster design for 5.5e is, to put it bluntly, sloppy (mostly because it was so in 5.0, to be clear). For example, we've gotten leaked info saying that spells, whether used by players or monsters, are "balanced" with some...not entirely wise or fitting ideas (like an AoE spell is assumed to only hit two targets...) [*]The lack of monster roles significantly hurts the utility of the XP budget process, because it is a lot harder to parse how different monsters' abilities, strengths, and weaknesses interact within their group. You need to know a lot more about each one in order to put together a team that is effective but not overwhelmingly powerful, especially because of the aforementioned spells (and some other abilities) being severely undervalued, or (less commonly) overvalued. [*]The system is still [I]ultimately[/I] CR-based; its XP values are themselves based on the CR of the creature in question, so it's just the CR method with more steps. That linked page, for example, explicitly says not to use too many low-CR creatures, because such creatures don't give XP but still increase the difficulty of the encounter. To have an XP budget system where some monsters literally [I]don't cost any XP[/I] is, I should think, a pretty obvious design hole. [/LIST] It's sort of a "too little, too late" kind of thing. It would be like adding subclasses to every class in the game specifically designed to have the [I]general[/I] notion of 4e roles. Maybe, if such a thing had been done back in D&D Next such that it could actually interact with the system as a whole and establish useful patterns and structures, but tacking it on [I]now[/I], over a decade on, with the entire rest of the system still working the old way and this method just being a different coat of paint on that old way, it's just not going to work like 4e did. If I may give a different example: Imagine if they added a new way to look at subclasses, which allowed players to pick one subclass features option from a list of (say) 3-5 at each point where their class gets subclass benefits, and they called this option "Kits". Would that be a true [I]translation[/I] of the way 2e kits worked? Or would it just be a very, [I]very[/I] slightly tweaked version of just getting a typical 5e subclass, just using the [I]name[/I] "Kits" without really expressing the spirit of that mechanic? My position is that that would be a hollow, kind of fake implementation of "Kits" in the 2e sense, which were much wilder and woolier and could heavily remake a class, something subclasses do not do and which it doesn't look like they'll ever do. (WotC has had many opportunities to make subclasses that remove or entirely replace existing class features, and has never actually done it.) It would be wearing the name of "Kits", but it wouldn't [I]be[/I] Kits, not even as a translation. As an aside, note my use of the word "translation" here. I fully understand that just ripping a mechanic out of one game and shoving it into another is often unwise and counterproductive, just like trying to rip a phrase out of one language and sticking it into another. Hence I speak of "translating" a mechanic from one edition to another; it needs to account for the different structures of the new system. But just as you can have a deeply flawed and inaccurate "translation" from one language to another, you can have such a thing from one game system to another, where the spirit of the mechanic is abandoned while preserving a superficial shell of similarity. Or, to use the famous (but probably inaccurate/false) example, Bibles poorly translated into Russian that transform "The spirit is willing but the flesh is weak" (=people [I]want[/I] to do good, but human failings inhibit them) into the utterly hilarious and completely off-target "The vodka is good but the meat is rotten." IMO, the 5.5e XP Budget is a "the vodka is good but the meat is rotten" bad translation of a 4e mechanic. I'll leave the topic there, because I'd rather not be responsible for making this "about" 4e. Just note that this is [I]far[/I] from the only place that 4e mechanics were handled so. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Is D&D Generally Bad At That You Wish It Was Better At?
Top