D&D General What makes D&D feel like D&D? (conclusions and follow-up questions)

JEB

Legend
Following on from this poll... here are the results out of 132 responses, ranked in tiers (with my thoughts):

Very important to D&D's feel (80% and up):
Ability scores (Str, Dex, Con, Int, Wis, Cha) [87.1%]
Distinct character classes [87.1%]
Levels [87.1%]
Hit points [81.8%]

These seem to be the game features that the overwhelming majority of respondents consider important to D&D being D&D. In short, D&D needs to be a level-based game with characters defined by their ability scores and distinctive character classes. Hit points are also very important (presumably as opposed to other ways of measuring health). A version of D&D that drops these elements, or radically changed how they worked, would likely lose a lot of fans.

Important to D&D's feel (60% to 80%):
Armor Class [73.5%]
Using multiple types of dice [70.5%]
Saving throws [66.7%]

These aren't quite as widely agreed upon as the above, but still have pretty strong support among the respondents. I suspect you could change the particulars of how these work, but eliminating them entirely would be frowned upon by a majority of fans.

Debatable importance (40% to 60%):
Distinct character races/lineages [58.3%]
Experience points [50.8%]
Lists of specific spells [49.2%]
Alignment [45.5%]

Here's where things start to get interesting. Only a narrow majority thinks that character races and XP are important to D&D's feel - a lot of respondents could apparently live without them. I'm not sure what that means for character races - in fact, I'd really like to investigate that question further - but I'm betting a lot of respondents use milestone leveling rather than XP? Meanwhile, slightly less than half like having specific spells - again, curious what alternatives people have in mind - and alignment.

These seem like things that D&D could drop or significantly change and still have that D&D feel overall... but doing so would be a turn-off for a significant portion of the player base. So these are elements Wizards should keep around, likely... but there may be some negotiating room as to how important they are, and how they're executed.

Less important to D&D's feel (20% to 40%):
Lists of specific magic items [39.4%]
Initiative [36.4%]
Hit dice [24.2%]
Lists of specific equipment [24.2%]

Now we're into elements that aren't seen as important to D&D by the majority of respondents, though they still have some support. I assume being this low means one of two things:

a) Elements that could be changed or removed from the game. Certainly you could lose specific magic items, and especially equipment, and express them in some generic way (an upgrade of the various packs, perhaps?). Removing initiative prompts the question of how turns would be decided instead, though. Hit dice, of course, are kind of a remnant at this point anyway. (I separated hit dice from hit points on purpose, apparently correctly.)

b) Elements that aren't seen as particularly distinct from other RPGs, i.e. things that other RPGs have as well. That would be an odd fit for hit dice, but the others I can certainly see (especially initiative).

I'd be curious about clarifications on this point from anyone who responded. But my guess is that D&D could live without these elements, and it wouldn't be a deal-breaker for most fans... though it would be sad for a significant minority, and the replacements had better be good enough to make it worthwhile.

Not important to D&D's feel (20% and below):
Creature types [17.4%]
Deities [16.7%]
Great Wheel cosmology [15.9%]
Multiclassing [15.9%]
Feats [10.6%]
Proficiencies [10.6%]
Damage types [9.1%]
Surprise [5.3%]
Advantage/disadvantage [4.5%]
Conditions [4.5%]
Challenge ratings [3.8%]
World Axis cosmology [3.0%]
Backgrounds [2.3%]

Since many of these are NOT in other games besides D&D, so I have to assume this tier largely represents the true expendables. A version of D&D could quite probably drop all of these and replace them with something else, or at least radically alter them, and most fans would still be content with the game. Not coincidentally, these are mostly more recent innovations from 3E or later, so they lack the tenure of many other features... though there are exceptions, of course.

A few other specific comments:
  • Deities are only important to less than 20% of respondents. That asks for more questions.
  • Great Wheel is significantly more popular than World Axis, but neither is important to a majority of fans for D&D's feel. That suggests to me that the cosmology/lore changes were probably not the major factor in 4E's troubles; more likely changes to other, higher-ranking elements.
  • 5E's flagship mechanics, advantage/disadvantage and backgrounds, don't rank highly in "feel". (I am aware that technically both had ancestors before 5E.)

But the above are just my thoughts. What are yours?

If you voted in the poll, you are also invited to elaborate. However, I will repeat from the last thread: please do not criticize the preferences of others. Just let everyone say their piece without judgment.

EDIT: I posted this as a "question" and can't seem to change it to a generic post. The votes on the right therefore don't matter. Carry on.
 
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Tonguez

A suffusion of yellow
Its funny to think that in Basic the idea of Race-as-class was a thing and then AD&D came along with an attempt to free up Race, now it seems that Race is again become just a extra bit of background rather than core ability set.

But then since 3e Race has become essentially a bundle of Feats and now ASI so that really theres no reason to have Race-kits as anything other than customisable heritage feats.

I also think that things like alternatives to initiative and spell list may have become more prominent with the shift towards a more narrative/cooperative storytelling approach to roleplaying - systems that use spell points or more creative spell creation and combat that uses dynamic cooperative initiative (ie the players collectively decide the order of combat) are becoming more popular and people are more willing to try them even inside DnD
 
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JEB

Legend
Woah there, Nelly. You seem to be interpreting the results as if you were asking a different question than the one you asked.

I was answering 'what things seem most quintessentially DnD?', not 'what do you want from DnD?' I don't think these are the same for everyone.
I was asking what elements are part of D&D's "feel". Therefore, if the elements nearly 90% of respondents said were part of D&D's "feel" were removed from the game, I think it's reasonable to assume that would make that version of the game feel a lot less like "D&D" to them. Maybe that wouldn't be a deal-breaker for those fans, but it would certainly be a very big risk for Wizards to take.

Of course, the further down you go in the rankings, the less agreement there is on what's part of the D&D "feel", so those elements are progressively less risky to remove.

I do agree, however, that "what do you want from D&D?" is a very different question. But I wanted to know what most people thought spoke "D&D" to them.
 

pemerton

Legend
These seem to be the game features that the overwhelming majority of respondents consider important to D&D being D&D. In short, D&D needs to be a level-based game with characters defined by their ability scores and distinctive character classes. Hit points are also very important (presumably as opposed to other ways of measuring health). A version of D&D that drops these elements, or radically changed how they worked, would likely lose a lot of fans.

<snip>

These aren't quite as widely agreed upon as the above, but still have pretty strong support among the respondents. I suspect you could change the particulars of how these work, but eliminating them entirely would be frowned upon by a majority of fans.

<snip>

These seem like things that D&D could drop or significantly change and still have that D&D feel overall... but doing so would be a turn-off for a significant portion of the player base.

<snip>

Now we're into elements that aren't seen as important to D&D by the majority of respondents, though they still have some support.

<snip>

Since many of these are NOT in other games besides D&D, so I have to assume this tier largely represents the true expendables. A version of D&D could quite probably drop all of these and replace them with something else, or at least radically alter them, and most fans would still be content with the game.

<snip>
  • Great Wheel is significantly more popular than World Axis
I wanted to add to @turnip_farmer's post.

I responded to your poll, but your interpretation of the meaning of my responses is completely wrong. I didn't answer a question what makes you want to play D&D? or what features would WotC have to include in a version of D&D that you would play? You didn't ask anything about my preferences at all. You asked about features of D&D that make it feel like D&D.
 

JEB

Legend
I responded to your poll, but your interpretation of the meaning of my responses is completely wrong. I didn't answer a question what makes you want to play D&D? or what features would WotC have to include in a version of D&D that you would play? You didn't ask anything about my preferences at all. You asked about features of D&D that make it feel like D&D.
You are correct, I did not ask about preferences. I asked about "feel", very deliberately. I wanted to see what most folks agreed on as definitive aspects of D&D.

If those definitive elements are irrelevant to your interest in D&D, or if they're even reasons why you dislike D&D, I can certainly see why that wouldn't reflect your preferences. Heck, maybe you even actively want D&D's "feel" changed. That's perfectly fine.

But generally, when people like a game, "feel" is an important part of that. Changing things that are a significant part of that "feel" therefore creates a serious risk of alienating existing fans.
 

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