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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Why would the results be the same if the fiction is different?
Often the fictional results are the same as well: the creature is damaged. Just with fire instead of steel, but the fictional result is effectively the same.

Adding food coloring can make a food different, in real way (presentation matters), but this only works to a point. After a while, you realize all the colors taste the same.
 

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Lanefan

Victoria Rules
I always find it odd that for so many D&D players what makes the classes "feel distinct" isn't anything about the fiction, but rather purely mechanical phenomenon like dice rolled and recovery schedules.
Other than hit points, which are recovered the same by all classes, Fighters and Thieves/Rogues in other editions didn't have a recovery schedule. This is a rather large difference, and relevant both mechanically and fictionally.
 

pemerton

Legend
Other than hit points, which are recovered the same by all classes, Fighters and Thieves/Rogues in other editions didn't have a recovery schedule. This is a rather large difference, and relevant both mechanically and fictionally.
There is a recovery schedule for picking locks and removing traps.

There is an action economy in combat, and higher level fighters improve this.
 

pemerton

Legend
Often the fictional results are the same as well: the creature is damaged. Just with fire instead of steel, but the fictional result is effectively the same.

Adding food coloring can make a food different, in real way (presentation matters), but this only works to a point. After a while, you realize all the colors taste the same.
If the fiction in the game does not extend beyond creature dead then I can see why mechanical variations might be a source of interest in play.
 

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