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<blockquote data-quote="Jaeger" data-source="post: 8439816" data-attributes="member: 27996"><p>You're probably right to want to keep the D&D flavor.</p><p></p><p>Something like this:</p><p>[URL unfurl="true"]https://purplelizardman.com/5e-heroic/[/URL]</p><p></p><p>An E6 mod for 5e fills the ticket I think. I'd dial it back a touch to a 5th level cap. And I'd rule you only get new HD every 3 levels after 5th.<em> (I would roll what inspiration does into HD - Make the PC's have to make a choice to roll well now vs. ability to heal later...)</em></p><p></p><p>It would make for a bit more 'heroic' game, but I think not into the full blown superheroic level.</p><p></p><p>I'd still take a pair of scissors and a sharpie pen to the spell list...</p><p></p><p></p><p></p><p></p><p>I largely agree with this. I think it is the ultimate legacy of the OGL.</p><p></p><p>In my opinion: The spillover is not what it was in the mid 90's when Vampire/WoD was the solid number 2 RPG. The hobby really benefitted from that; because people noticed the top alternative not only had a different system to D&D, but an entirely different play premise as well. There were also popular standbys like Shadowrun, CP2020, Deadlands, L5R, and the evergreen CoC, with Palladium games still being in the conversation - not to mention GURPS which was a Big mainstay until the early 2000's.</p><p></p><p>Whereas now the top two RPGs are D&D, and D&D's clone...</p><p></p><p>With the flavor of the quarter making up the number 3-5 spots.</p><p></p><p>IMHO, The RPG industry was more varied and interesting pre-OGL.</p><p></p><p>The OGL was just a brilliant move by Dancy.</p><p></p><p>Once WotC learned their lesson with 4e: It has turned D&D from the 800lb gorilla in the hobby, into the 80,000lb King Kong of the hobby. The professional corporate marketing did its part as well.</p><p></p><p>Also D&D got a bit of help by all virtually the other popular RPG IPs of the 90's mismanaging themselves into a perennial has-been status.</p><p></p><p>Which was Not D&D or WotC's fault.</p><p></p><p>Only CoC has really stood the test of time - largely due to being the first mover in it's market niche.</p><p></p><p></p><p></p><p></p><p>I believe it.</p><p></p><p>Many of the D&D Next survey's asked the question : <em>"Is it/this fun?"</em> in many different ways...</p><p></p><p></p><p></p><p></p><p>This effect is well known in the videogame industry:</p><p>[URL unfurl="true"]https://www.polygon.com/2017/10/11/16458690/how-games-protect-the-players-from-themselves[/URL]</p><p><em>"Players will often try to find the most efficient or even safest way to play a game, making sure they methodically crunch through an area or level so that no mistakes are made or no items are left behind."</em></p><p></p><p>The video: "How Game Designers Protect Players From Themselves"</p><p>[MEDIA=youtube]7L8vAGGitr8[/MEDIA]</p><p></p><p></p><p>And this: "Given the Opportunity, Players Will Optimize Fun Out of a Game."</p><p>[MEDIA=youtube]0Q3ezaoqIRM[/MEDIA]</p><p></p><p>Not all of it is directly applicable to RPGs, but most of the general ideas hold true in my opinion.</p><p></p><p>I think that a lot of the ways new players approach RPG's has been affected more by CRPG's more than we all might be willing to admit. (Fantasy CRPG's are <em>very</em> high power fantasy ...)</p><p></p><p>This ties in to some of the issues I have with the direction 5e went; in terms of less GM procedural tools than B/X, combined with many Player abilities and spells that function as 'skip" buttons to most of the alleged "pillars of play" WotC says 5e supports.</p><p></p><p>This has a lot to do with how they culled and used survey information to drive the games design. I do not think that they sufficiently weighed the survey information to account for the GM side, <em>(The people who have to actually run the game)</em> as opposed to how much they leaned into <em>"making it fun"</em> for players.</p><p></p><p>D&D should absolutely be fun to play. (Or any RPG for that matter. It's kinda the point of the entire RPG hobby...)</p><p></p><p>But IMHO there is a difference between making <em>a fun game</em>, and making the game "fun" by letting the inmates run the asylum...</p></blockquote><p></p>
[QUOTE="Jaeger, post: 8439816, member: 27996"] You're probably right to want to keep the D&D flavor. Something like this: [URL unfurl="true"]https://purplelizardman.com/5e-heroic/[/URL] An E6 mod for 5e fills the ticket I think. I'd dial it back a touch to a 5th level cap. And I'd rule you only get new HD every 3 levels after 5th.[I] (I would roll what inspiration does into HD - Make the PC's have to make a choice to roll well now vs. ability to heal later...)[/I] It would make for a bit more 'heroic' game, but I think not into the full blown superheroic level. I'd still take a pair of scissors and a sharpie pen to the spell list... I largely agree with this. I think it is the ultimate legacy of the OGL. In my opinion: The spillover is not what it was in the mid 90's when Vampire/WoD was the solid number 2 RPG. The hobby really benefitted from that; because people noticed the top alternative not only had a different system to D&D, but an entirely different play premise as well. There were also popular standbys like Shadowrun, CP2020, Deadlands, L5R, and the evergreen CoC, with Palladium games still being in the conversation - not to mention GURPS which was a Big mainstay until the early 2000's. Whereas now the top two RPGs are D&D, and D&D's clone... With the flavor of the quarter making up the number 3-5 spots. IMHO, The RPG industry was more varied and interesting pre-OGL. The OGL was just a brilliant move by Dancy. Once WotC learned their lesson with 4e: It has turned D&D from the 800lb gorilla in the hobby, into the 80,000lb King Kong of the hobby. The professional corporate marketing did its part as well. Also D&D got a bit of help by all virtually the other popular RPG IPs of the 90's mismanaging themselves into a perennial has-been status. Which was Not D&D or WotC's fault. Only CoC has really stood the test of time - largely due to being the first mover in it's market niche. I believe it. Many of the D&D Next survey's asked the question : [I]"Is it/this fun?"[/I] in many different ways... This effect is well known in the videogame industry: [URL unfurl="true"]https://www.polygon.com/2017/10/11/16458690/how-games-protect-the-players-from-themselves[/URL] [I]"Players will often try to find the most efficient or even safest way to play a game, making sure they methodically crunch through an area or level so that no mistakes are made or no items are left behind."[/I] The video: "How Game Designers Protect Players From Themselves" [MEDIA=youtube]7L8vAGGitr8[/MEDIA] And this: "Given the Opportunity, Players Will Optimize Fun Out of a Game." [MEDIA=youtube]0Q3ezaoqIRM[/MEDIA] Not all of it is directly applicable to RPGs, but most of the general ideas hold true in my opinion. I think that a lot of the ways new players approach RPG's has been affected more by CRPG's more than we all might be willing to admit. (Fantasy CRPG's are [I]very[/I] high power fantasy ...) This ties in to some of the issues I have with the direction 5e went; in terms of less GM procedural tools than B/X, combined with many Player abilities and spells that function as 'skip" buttons to most of the alleged "pillars of play" WotC says 5e supports. This has a lot to do with how they culled and used survey information to drive the games design. I do not think that they sufficiently weighed the survey information to account for the GM side, [I](The people who have to actually run the game)[/I] as opposed to how much they leaned into [I]"making it fun"[/I] for players. D&D should absolutely be fun to play. (Or any RPG for that matter. It's kinda the point of the entire RPG hobby...) But IMHO there is a difference between making [I]a fun game[/I], and making the game "fun" by letting the inmates run the asylum... [/QUOTE]
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