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I don't think that's the case.other TTRPGs are so ridiculously over designed that most potential players feel immediately overwhelmed and back out.
It just hits the sweet spot between enough crunch to have options to pick from and know pretty quickly what you want to pick and enough freeform that the DM is okay with just winging it. The re-use of basic stuff like expertise and advantage/disadvantage keeps things easy to remember, too.Then the other problem is too much crunch vs not enough crunch. I guess you could see this as an extension of the first problem. Many rules-lite systems lack significate crunch for gamers to get, even if their build is sub optimal. eg. For Savage Worlds, I notice people tend to max out their fighting or shooting stats asap then are lost on what to do with their build. Meanwhile games like MechWarrior, people take one look at the character sheet and refuse to play it.
I have many problems with 5e, but there is one thing it does (or used to do) masterfully and that's give enough crunch without being overwhelming. The first 3 character levels basically being a tutorial is a great concept and something I think could go even further. People shit on advantage disadvantage but after the horror show that is high level pathfinder 1 love it.
I think the ideal balance would be a lethal game, but one where most of the lethality can be avoided without relying on combat or saving throw luck. This is kind of a wooly concept because I admit I didn't get to play all that much AD&D before 3e bulldozed through back in the early 00s, but that was my first GM's philosophy.
There were traps, there were powerful single monsters and "unfairly" large groups of weaker enemies. But for the vast majority of threats if the players were smart, paid attention to the rooms they explored, and knew when to retreat to come up with a plan, they'd come out on top with remarkably little dice rolling. The inventory management mini-game wasn't just because the game designers were complete autists (although they were), it was so players could weigh their options and know when to retreat when the rogue came back from his scouting run and told the party of the monsters two rooms over. Do we wait to see if the monsters wander off? Do we leave and come back later? Do we have enough options to deal with them quickly and quietly? Can we take on them directly without taking too much damage in return? Does the wizard have a fireball still prepared? Etc, etc.
Sure, levels 1-3 were still incredibly lethal because a single arrow from a goblin archer taking cover behind an overturned table would one-shot half the classes available, but once player characters gathered enough HP, gear and knowledge deaths became far less likely (and resurrection a lot easier). They weren't meant to be difficult to kill because they were superhuman, as all the instant kill effects in the game even at high levels made clear, but because they were experienced and well-prepared. One of the guys on my first group joked that in order to get good at AD&D, you had to be AC&C: Awfully Careful & Crafty.
Of course, that was just my first group and my first GM. I have no idea what other groups were doing at the time, and once we settled into 3e there wasn't quite as much incentive to be careful & crafty. Which most of us were fine with back then because it was just fun to be able to play an impulsive character without getting one-shot by a poison trap or a hidden kobold with a blowgun five minutes into the session.
Personally, I feel 5e wouldn't be terrible when it came to lethality if you did away with death saves and going down to 0HP meant you were either dead or so seriously wounded spontaneous healing magic couldn't get you back up. All the HP characters have in 5e, plus the three chances to just refuse to die, on top of any healing getting you back up instantly, feels like it's too much. There's rarely a reason for player characters to run away unless things went poorly from the start. Even if one or two of them went down, so long as they knew they'd win the damage race they could just get their friends back up with barely any investment in resources.
I had a player join who I definitely feel was suffering from D&D sickness, in that he was visibly just waiting for the next "encounter" to start. To the point that he's one of the reasons I'm quitting this hobby. The best RPG experiences I've ever had have been with people who have never played RPGs before. Most of my current group have only a very little experience with RPGs and I've been one of their main introductions to the hobby. They're engaged, proactive and think up their own solutions. Because they've never been educated out of it. They've never had a GM respond to their "I stick a grenade down the front of his trousers and run" with "Grenades do 3d10 damage and his Flak Jacket has a soak of 8, roll your Throw skill".5e definitely is, D&D sickness is very much a real thing because people want the easy rules for 5e and don’t want to try something different. I remember people asking for a cyberpunk D&D homebrew and I’m just like nigger, shadowrun and cyberpunk are TTRPGs that exist and are cyberpunk settings. People will ask for a D&D setting in America during the current times, and I’m like the various white wolf games are perfect for that, but they want to use the 5e system.
This... does not match my experience. Rather the opposite. To me I have seen most RPGs become progressively simpler and progressively less focused on mechanics over time. Games like the Alien RPG I mentioned above, WoD, and so on... they're a far cry from everything I grew up playing with was 3.5e, Palladium games like Teenage Mutant Ninja Turtles, Shadowrun, Traveller, Gurps etc. The most that modern games typically do these days is a curious balance between the simple and the detailed like the Star Wars line beginning with Edge of Empire, which has a very interesting degree of mix between flexible simplicity and crunch.D&D 5e is the only actually playable TTRPG. Not to mention the only TTRPG that you can reasonably get anyone invested in these days since other TTRPGs are so ridiculously over designed that most potential players feel immediately overwhelmed and back out.
I played 1st, 2nd and 4th. The 4/4e edition was unequivocally the best mechanically. I dropped it when Catalyst Game Labs started not paying the freelancers and replacing them with weird grognards who had been seething at the changes of 4th edition for years and were practically paying CGL to work on a new edition in order to undo the changes and get rid of anything so un-Eighties as say Wireless hacking. Total shitshow and I never touched the game again. Despite 4e being one of my favourite rules systems ever. Any specific reason for the above comment?Shadowrun is exclusively played by violent slobbering pedophiles.
Yeah, pretty much this. @DDBCAE CBAADCBE is right that people these days are getting overwhelmed by new systems. But I don't think it's the system's fault for the most part.I don't think that's the case.
I notice two things when trying to move away from 5e. They don't want to learn a new system, as if it takes months to learn a new system.
IMO, D&D 5e is a solid set of core mechanics, implemented by the laziest, most unfocused developer possible. So many systems in 5e are underdone to the point of being almost vestigial, and character customization is so kneecapped in exchange for easy-to-follow "you get X at Y level" progression, that it feels like they didn't want to release a new edition and just did the bare minimum with it.It just hits the sweet spot between enough crunch to have options to pick from and know pretty quickly what you want to pick and enough freeform that the DM is okay with just winging it. The re-use of basic stuff like expertise and advantage/disadvantage keeps things easy to remember, too.
IMO, D&D 5e is a solid set of core mechanics,
Fuckers are too lazy/scared to learn new systems, too lazy to convert their shitty 5e rules for other ttrpgs, and I guarantee you they'll complain that certain systems are "bad" or "worse" because it's not 5e.5e definitely is, D&D sickness is very much a real thing because people want the easy rules for 5e and don’t want to try something different. I remember people asking for a cyberpunk D&D homebrew and I’m just like nigger, shadowrun and cyberpunk are TTRPGs that exist and are cyberpunk settings. People will ask for a D&D setting in America during the current times, and I’m like the various white wolf games are perfect for that, but they want to use the 5e system.
This post not only justified my hatred for April Fools (even though it was 37 minutes late) but also made me laugh so props to you.5e is superior and the sooner you can come to terms with that the sooner you can start feeling even the smallest hint of self respect return to your body.
I think they redesigned it? Unless I'm retarded and it was just a fan made one.Meanwhile games like MechWarrior, people take one look at the character sheet and refuse to play it.
Oooo, Nordic horror ttrpg? Looks nice, also I'm sure most ttrpgs can be played by your lonesome if you're willing to do a lot of work. And it does say the minimum is 2 players so I'd say you can co-op it. Not sure though, but now I might want to give it a go. Also this is a ttrpg thread, anything related to ttrpg should be allowed no?Not sure this is the thread for this but I don't want to make my own. Has anyone tried the solo or co-op version of Vaesen? I've watched a couple of videos and it really looks like it's a game that needs a proper group.
Not just the core D20 + Mods vs. DC mechanic. Advantage and bounded accuracy are genuinely very elegant solutions to the problem of "hang on, did I forget any modifier?" and numbers eventually losing their meaning at higher levels. Even the proficiency and skill systems are solid solutions to the issue of the 3.5e character sheet being 1/3 skill table.You mean, it inherited the core DnD combat mechanic from previous editions, so it could mix and match stuff and get something generally satisfying.
When they tried to invent something, like, you know, with the entire non-combat part of the game, it was shit. Barely a fig leaf over just offloading everything to individual DMs, so that they can make things up.
That reminds me of something I saw a on a youtube video explaining the differences of OSR and Post 3e D&D, the former has something called "Combat as war" which is exactly what you describe: The party will try to gain every advantage they can for example covering a room in oil and luring the monsters in before setting the room on fire. It described 3e and onwards as having "combat as a sport" where it was much more likely for the parties to fight head on and "fairly" since they could afford it.I think the ideal balance would be a lethal game, but one where most of the lethality can be avoided without relying on combat or saving throw luck. This is kind of a wooly concept because I admit I didn't get to play all that much AD&D before 3e bulldozed through back in the early 00s, but that was my first GM's philosophy.
There were traps, there were powerful single monsters and "unfairly" large groups of weaker enemies. But for the vast majority of threats if the players were smart, paid attention to the rooms they explored, and knew when to retreat to come up with a plan, they'd come out on top with remarkably little dice rolling. The inventory management mini-game wasn't just because the game designers were complete autists (although they were), it was so players could weigh their options and know when to retreat when the rogue came back from his scouting run and told the party of the monsters two rooms over. Do we wait to see if the monsters wander off? Do we leave and come back later? Do we have enough options to deal with them quickly and quietly? Can we take on them directly without taking too much damage in return? Does the wizard have a fireball still prepared? Etc, etc.
Sure, levels 1-3 were still incredibly lethal because a single arrow from a goblin archer taking cover behind an overturned table would one-shot half the classes available, but once player characters gathered enough HP, gear and knowledge deaths became far less likely (and resurrection a lot easier). They weren't meant to be difficult to kill because they were superhuman, as all the instant kill effects in the game even at high levels made clear, but because they were experienced and well-prepared. One of the guys on my first group joked that in order to get good at AD&D, you had to be AC&C: Awfully Careful & Crafty.
This was also the case for much of 3e and PF's lifecycle.5e definitely is, D&D sickness is very much a real thing because people want the easy rules for 5e and don’t want to try something different. I remember people asking for a cyberpunk D&D homebrew and I’m just like nigger, shadowrun and cyberpunk are TTRPGs that exist and are cyberpunk settings. People will ask for a D&D setting in America during the current times, and I’m like the various white wolf games are perfect for that, but they want to use the 5e system.
Advantage/Disadvantage is just a +/-3 modifier on a task, except with extra roll in the process.Advantage and bounded accuracy are genuinely very elegant solutions to the problem of "hang on, did I forget any modifier?" and numbers eventually losing their meaning at higher levels.
The bounded accuracy is a stupider version of what we had in early editions when the random number generator was only 20 positions long. Back then collecting all the +1 modifiers you could was impactful for obvious reason. Grabbing a big source of plusses, like a +5 sword or talisman, was fucking huge - it shifted your results by a quarter of the entire scale, after all.Advantage and bounded accuracy are genuinely very elegant solutions to the problem of "hang on, did I forget any modifier?" and numbers eventually losing their meaning at higher levels.
On average, yes. But mechanically it also makes higher/lower numbers a lot more likely. And for builds that lean heavily on crits, for example, it would be a fantastic source of sinergy.Advantage/Disadvantage is just a +/-3 modifier on a task, except with extra roll in the process.
Same fucking thing. They had the whole wide world of mechanics they could slot in to take advantage of bounded accuracy, but they refused to.The bounded accuracy is a stupider version of what we had in early editions when the random number generator was only 20 positions long. Back then collecting all the +1 modifiers you could was impactful for obvious reason. Grabbing a big source of plusses, like a +5 sword or talisman, was fucking huge - it shifted your results by a quarter of the entire scale, after all.
Then 3E uncapped RNG, and suddenly these modifiers became near-worthless individually, and you needed to collect a lot of them, from spells, items and whatever, to make a real impact, and because the game presumed that you collect enough +1s to stay relevant (in particular, you now were assumed to have specific values on your equipment, instead of just a magical sword that allows you to actually hurt your opponents) you could not skip the process, and eventually things devolved to the point when pre-buff and post-buff character sheets often looked nothing alike even for mid-level characters. 4E and Pathinder then basically doubled down on "collect +1s or fall behind level-appopriate challenges" as the core part of the gameplay loop.
I'm a fan of collecting plusses and watching numbers go up... in CRPGs. On the tabletop, I agree, it was cancer. 5E, however, decided to excise that cancer by ripping off all of the patient's intestines. And so we got the whole problem that you described.
I remember the complaints that nobody wanted to play anything other than d20 systems back in the day. It's worse now, but people orbiting a single highly popular system is how things have always been.This was also the case for much of 3e and PF's lifecycle.
Your perspective on this is interesting but I'm curious if the D&D player is normally very creative in his natural environment or whether he's just as dull/uninspired there too. That said, if the dude isn't into the setting and can't be bothered to get into it I can see that type of response. Glad it worked out after though.I ran the Doctor Who game from Cubicle 7 (surprisingly good system for what it's trying to achieve) and a D&D player was really struggling with it whilst someone who'd never played any RPG before took to it like a duck to water. The D&D player had a straight up brain-freeze when confronted by a robot that couldn't be hurt by bullets. Next round I asked what he'd like to do and he just said: "I shoot it again?" The player who'd never RP'd before looked at him like she just couldn't understand why he'd say that. Because she couldn't. (Happy story though, he had something of a revelation between sessions after being very despondent in the first and became one of the most imaginitive and fun players).
There might be some confusion. The old case of the guy in the Doctor Who game worked out. He always built purely mechanically optimised combat characters and Doctor Who was a big struggle for him for a couple of sessions and then he honestly became my best player.Your perspective on this is interesting but I'm curious if the D&D player is normally very creative in his natural environment or whether he's just as dull/uninspired there too. That said, if the dude isn't into the setting and can't be bothered to get into it I can see that type of response. Glad it worked out after though.
A Fighter with a greatsword and a +4 STR bonus is almost guaranteed to kill a goblin in a single attack whether he is Level 1 or Level 20, the only difference is how many attacks he gets and how often he hits them. That's not interesting.