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Why Do You Hate An RPG System?
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<blockquote data-quote="hawkeyefan" data-source="post: 7901231" data-attributes="member: 6785785"><p>I find this kind of play can be very prevalent in D&D. At least just as much as in more narrative based games, if not more so. I mean, that's the whole murderhobo phenomenon in a nutshell, right? </p><p></p><p>"I have no ties to the world so that the DM cannot influence me with fictional elements, and I have no moral qualms about killing things and taking their stuff." Very predictable. And the purpose of the game....to overcome obstacles in order to win loot and XP....promotes optimal choices in play. That combo can really lead to predictable play.</p><p></p><p>Sure, players are free to create a more fully realized character. But there's nothing that makes them do it, and nothing that incentivizes those choices or enforces them in any way. Which may or may not be an issue.....some players will happily make a flawed character, and then play up those flaws. How often those flaws will have meaningful impact on the game is another question. </p><p></p><p>5E Made a pretty good move in putting the Traits, Ideals, Bonds, and Flaws onto the character sheet. But they tied it to a pretty weak mechanic in Inspiration. Without tweaking, the Inspiration mechanic is pretty bland. From what people say on these boards, many groups don't even use it, or forget to use it. </p><p></p><p>I wish they had gone a little further with it and made these things more meaningful mechanically.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7901231, member: 6785785"] I find this kind of play can be very prevalent in D&D. At least just as much as in more narrative based games, if not more so. I mean, that's the whole murderhobo phenomenon in a nutshell, right? "I have no ties to the world so that the DM cannot influence me with fictional elements, and I have no moral qualms about killing things and taking their stuff." Very predictable. And the purpose of the game....to overcome obstacles in order to win loot and XP....promotes optimal choices in play. That combo can really lead to predictable play. Sure, players are free to create a more fully realized character. But there's nothing that makes them do it, and nothing that incentivizes those choices or enforces them in any way. Which may or may not be an issue.....some players will happily make a flawed character, and then play up those flaws. How often those flaws will have meaningful impact on the game is another question. 5E Made a pretty good move in putting the Traits, Ideals, Bonds, and Flaws onto the character sheet. But they tied it to a pretty weak mechanic in Inspiration. Without tweaking, the Inspiration mechanic is pretty bland. From what people say on these boards, many groups don't even use it, or forget to use it. I wish they had gone a little further with it and made these things more meaningful mechanically. [/QUOTE]
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