| lokiare |
Does anyone know of a good forum site to discuss 5E and its relation to people that like or dislike it?
I'm having problems finding one that is active on a daily basis. Every time I find one, I start pointing out the flaws in the system in a polite non-edition warring way. I even explain how it could be fixed, but invariably every time I get some kind of ban for posting the truth.
So is there a forum somewhere that 5E is discussed on a daily basis based on its merits and not some kind of 'keep everything positive or else' broken mentality.
That mentality I mention above is what brought us 4E, then later Essentials, and the down hill slide of the game. I personally don't want to see that happen with 5E. I want 5E to be a game everyone can play, not just a few small groups of people.
| Doctor Necrotic |
As a fellow forum poster on another familiar gaming forum (Okay, not really anymore... but still), I hear ya. But, when you were warned, it was probably not because you were criticizing D&D so much as the way you phrased your criticisms, which some might have taken as insensitivity. I'm not asking for "over sanitation" of posts, but it's best to be careful how you word things on the web. I get what you're saying, but others might not.
But I digress. Unless someone starts up their own forum, I don't know if you'll find what you're looking for. Utopia is No Place, after all.
| Matt Thomason |
| 4 people marked this as a favorite. |
Flaws in a game system can be somewhat subjective. One person's flaws are another's features, as can be evidenced by the discussions in these very forums.
Now, if you're pointing out real flaws, such as faulty equations in the rules or missing entries in a table, that's okay. However, if you're trying to point out something that doesn't work for you, bear in mind it may well work out for others, and that the game may well be targeted at their playstyle rather than yours. Even if it makes the system unusable for you (e.g. balance issues), that doesn't necessarily indicate a flaw or a broken system.
A desire to make the system usable by more people is a good thing to promote, but consider when something may be better worded as "playstyle options" rather than "fixes".
| lokiare |
Flaws in a game system can be somewhat subjective. One person's flaws are another's features, as can be evidenced by the discussions in these very forums.
Now, if you're pointing out real flaws, such as faulty equations in the rules or missing entries in a table, that's okay. However, if you're trying to point out something that doesn't work for you, bear in mind it may well work out for others, and that the game may well be targeted at their playstyle rather than yours. Even if it makes the system unusable for you (e.g. balance issues), that doesn't necessarily indicate a flaw or a broken system.
A desire to make the system usable by more people is a good thing to promote, but consider when something may be better worded as "playstyle options" rather than "fixes".
Actually, since the design goal of 5E is to allow for the play styles of all editions, I was just pointing out how 5E failed to capture the 4E play style of tactical options on level up and tactical options on each round of play.
As I've said elsewhere, if 5E can give me tactical choices on level up and in each round of play in a balanced environment where no one choice is automatically better than all others all the time (or even most of the time), then I would love to play it.
However what we've seen and heard so far doesn't fit that bill.
So I point out things like how (dis)advantage can produce wonky math that is not obvious which is better trading it for something else or gaining it.
I point out how on level up very few classes have a lot of choices.
I point out how in combat certain choices are almost always better than others (this is painfully obvious with spell choices).
I point out the disparity between non-casters and casters.
Most importantly I offer suggestions on how to remedy the problems so that we can all get a game that we want to play out of it.
| Steve Geddes |
| 1 person marked this as a favorite. |
Most importantly I offer suggestions on how to remedy the problems so that we can all get a game that we want to play out of it.
I dont think anyone should be stopped from saying what they want. However, I personally think this is fundamentally impossible (the most obvious example being that you like balanced games and I like unbalanced games - there just isnt a way to accomodate such mutually inconsistent positions within the same game).
Whilst I think supporting multiple playstyles is an admirable and possibly achievable goal, if they're truly aiming for "a game everyone wants to play" I think they are doomed to fail.
As a practical, how-not-to-get-banned suggestion. Maybe you should word your critique in terms of "what I dont like" rather than "what is broken". Some people take umbrage when there is a perception of stating one's preferences as "how things should be".
| P.H. Dungeon |
I don't think they've ever claimed that they plan to support many different play styles with the base rules. They've always said they want to keep the base/core system simple, so it would be easy for people to learn and play and so that they could produce later supplements that would provide added complexity. The playtest isn't really intended to test that kind of modularity. The point seems to be to try to build a strong foundation for the game that they can build on later. If you think of D&D next as a house, the playtest is essentially just the foundation/basement. I guess that's a bad analogy since it's intended to be a fully functional game when released, which wouldn't be the case with a house that is only a foundation or basement, but the point is that the playtest isn't the whole game. Personally I don't think there's even much point in discussing it right now. The public playtest is done and the game isn't out yet. I'm reserving judgement until I see the final product, and even then I probably need to wait another year and see what sort of supplemental stuff they will come out with that builds on the base system.
| lokiare |
lokiare wrote:Most importantly I offer suggestions on how to remedy the problems so that we can all get a game that we want to play out of it.I dont think anyone should be stopped from saying what they want. However, I personally think this is fundamentally impossible (the most obvious example being that you like balanced games and I like unbalanced games - there just isnt a way to accomodate such mutually inconsistent positions within the same game).
Whilst I think supporting multiple playstyles is an admirable and possibly achievable goal, if they're truly aiming for "a game everyone wants to play" I think they are doomed to fail.
As a practical, how-not-to-get-banned suggestion. Maybe you should word your critique in terms of "what I dont like" rather than "what is broken". Some people take umbrage when there is a perception of stating one's preferences as "how things should be".
Well, in reality they could start with a well balanced game and then add a module that adds in all the brokenness of past editions on top and you would have your game with a single module (with spells like Wish, Evard's Tentacles, metamagic feats, etc...etc...) and I would have my game by adding the tactical module (which would add tactical options on level up and every round of the game to each class), and we would both get the game we want, however they have not even hinted at anything like that, so it probably won't happen.
| Steve Geddes |
Well, in reality they could start with a well balanced game and then add a module that adds in all the brokenness of past editions on top and you would have your game with a single module (with spells like Wish, Evard's Tentacles, metamagic feats, etc...etc...) and I would have my game by adding the tactical module (which would add tactical options on level up and every round of the game to each class), and we would both get the game we want, however they have not even hinted at anything like that, so it probably won't happen.
Maybe. I'm not much good at game design, so I dont really have much right to an opinion.
Nonetheless, based on general principles, I think it's better to identify whatniche you want to fill and then do it well rather than try and be all things to all people. It seems to me that they made a deliberate effort to target the OSRIC crowd rather than the 4E crowd with the base system of D&D:Next.
Maybe there's a hypothetical base system which could give you and I a game we'd both like to play (with tweaks), but I'm skeptical. I dont know how indicative my tastes are, but part of the reason I like the older editions is because magic > mundane, because 1st level magicusers need protection and luck to stay alive before they become very useful and because you can die with a single, unlucky roll.
| Steve Geddes |
I don't think they've ever claimed that they plan to support many different play styles with the base rules. They've always said they want to keep the base/core system simple, so it would be easy for people to learn and play and so that they could produce later supplements that would provide added complexity. The playtest isn't really intended to test that kind of modularity. The point seems to be to try to build a strong foundation for the game that they can build on later. If you think of D&D next as a house, the playtest is essentially just the foundation/basement. I guess that's a bad analogy since it's intended to be a fully functional game when released, which wouldn't be the case with a house that is only a foundation or basement, but the point is that the playtest isn't the whole game. Personally I don't think there's even much point in discussing it right now. The public playtest is done and the game isn't out yet. I'm reserving judgement until I see the final product, and even then I probably need to wait another year and see what sort of supplemental stuff they will come out with that builds on the base system.
I think your analogy is clear enough (maybe a primitive, one bedroom house with room for extensions, a pool, etcetera..) I agree there isnt a lot of point to these discussions in terms of having influence on the final ruleset on release. I find it interesting to hear what other people like in a game though. I always play with the same group, so dont really get exposed to differing playstyles/preferences beyond reading forum posts.
| lokiare |
lokiare wrote:Well, in reality they could start with a well balanced game and then add a module that adds in all the brokenness of past editions on top and you would have your game with a single module (with spells like Wish, Evard's Tentacles, metamagic feats, etc...etc...) and I would have my game by adding the tactical module (which would add tactical options on level up and every round of the game to each class), and we would both get the game we want, however they have not even hinted at anything like that, so it probably won't happen.Maybe. I'm not much good at game design, so I dont really have much right to an opinion.
Nonetheless, based on general principles, I think it's better to identify whatniche you want to fill and then do it well rather than try and be all things to all people. It seems to me that they made a deliberate effort to target the OSRIC crowd rather than the 4E crowd with the base system of D&D:Next.
Maybe there's a hypothetical base system which could give you and I a game we'd both like to play (with tweaks), but I'm skeptical. I dont know how indicative my tastes are, but part of the reason I like the older editions is because magic > mundane, because 1st level magicusers need protection and luck to stay alive before they become very useful and because you can die with a single, unlucky roll.
They didn't do that though. They claimed (and still in recent articles claim) that 5E should replicate all the major play styles of all the editions and it doesn't even come close to emulating any play styles outside of a narrow 2.5E to 3.5E play style.
And you can't really layer the 1E or 4E style on top of what we've seen. As I said before they would have to really simplify the system before that would be possible.
1E relies almost entirely on DM judgment calls along with ability checks. The DM through storytelling and fiat enforce roles on the players (like monsters stopping at the fighter, when rules wise they can literally run right past and gank the casters). Casters get vancian spells, and Rogues get backstab and a small chance to disable traps, open locks, etc...etc...
4E relies almost entirely on balanced tactical choices on level up as well as from round to round. These choices when used well can turn the tide of an encounter in the players favor and there is a lot of synergy between classes and their abilities. Everything from at-will, encounter, and daily powers, healing surges, magic items, class features, racial traits, etc...etc... all are balanced tactical choices.
You can't really layer that on top of what we've seen of the 2E/3E Frankenstein creature that is 5E.
| Steve Geddes |
They didn't do that though. They claimed (and still in recent articles claim) that 5E should replicate all the major play styles of all the editions and it doesn't even come close to emulating any play styles outside of a narrow 2.5E to 3.5E play style.
And you can't really layer the 1E or 4E style on top of what we've seen. As I said before they would have to really simplify the system before that would be possible.
1E relies almost entirely on DM judgment calls along with ability checks. The DM through storytelling and fiat enforce roles on the players (like monsters stopping at the fighter, when rules wise they can literally run right past and gank the casters). Casters get vancian spells, and Rogues get backstab and a small chance to disable traps, open locks, etc...etc...
4E relies almost entirely on balanced tactical choices on level up as well as from round to round. These choices when used well can turn the tide of an encounter in the players favor and there is a lot of synergy between classes and their abilities. Everything from at-will, encounter, and daily powers, healing surges, magic items, class features, racial traits, etc...etc... all are balanced tactical choices.
You can't really layer that on top of what we've seen of the 2E/3E Frankenstein creature that is 5E.
Perhaps (although I 'layer' a 1E style over Pathfinder/4E when I run those, so I think it's possible, at least in that direction). My point isnt really to debate the playtest - I agree with PH Dungeon that there's very little point to that, since it's happened now.
My point was that aiming for a generic game would be an error in my view (I'll take your word for it that they said that's what they're trying to do - in that case, I think they're aiming for the unachievable and someone is going to be disappointed).
| Steve Geddes |
| 2 people marked this as a favorite. |
What do you do to layer "1e style" over Pathfinder and 4e?
Ignore a lot of the subsystems, basically. We've never shifted from "the DM decides" paradigm really (no matter what system we play), so when it comes time to knock people off ledges, climb walls or research new spells we don't generally go by what's in the rules. A quick, plausible judgement on the DM's part is superior to a slower resolution according to the rules as far as I'm concerned.
| lokiare |
P.H. Dungeon wrote:What do you do to layer "1e style" over Pathfinder and 4e?Ignore a lot of the subsystems, basically. We've never shifted from "the DM decides" paradigm really (no matter what system we play), so when it comes time to knock people off ledges, climb walls or research new spells we don't generally go by what's in the rules. A quick, plausible judgement on the DM's part is superior to a slower resolution according to the rules as far as I'm concerned.
That's nice, but in 4E they reduced it down to an attack roll or skill check against a defense. Its about as simple and fast as you can get.
| lokiare |
P.H. Dungeon wrote:The public playtest is done and the game isn't out yet.As I understand from my RPGA friend Les, D+D Next is now in closed beta.
Yes, and ask him if there has been significant changes to allow a more balanced tactical play style. He'll tell you, 'no' there have not been significant changes, just number fluctuations and bug fixes.
| Steve Geddes |
Steve Geddes wrote:That's niceP.H. Dungeon wrote:What do you do to layer "1e style" over Pathfinder and 4e?Ignore a lot of the subsystems, basically. We've never shifted from "the DM decides" paradigm really (no matter what system we play), so when it comes time to knock people off ledges, climb walls or research new spells we don't generally go by what's in the rules. A quick, plausible judgement on the DM's part is superior to a slower resolution according to the rules as far as I'm concerned.
Yes.
| P.H. Dungeon |
That's great if your players are good with that. I find that with my own group their acceptance of GM rulings depends quite a bit more on the system we are using. If I'm running a Mutants and Masterminds game or some other system that can be run pretty loosely then they don't have an issue when I make those kinds of calls. However in a game like 4e where the rules are very clear cut and don't leave a lot of room for GM fiat they don't let me get away with that as much.
lokiare wrote:Yes.Steve Geddes wrote:That's niceP.H. Dungeon wrote:What do you do to layer "1e style" over Pathfinder and 4e?Ignore a lot of the subsystems, basically. We've never shifted from "the DM decides" paradigm really (no matter what system we play), so when it comes time to knock people off ledges, climb walls or research new spells we don't generally go by what's in the rules. A quick, plausible judgement on the DM's part is superior to a slower resolution according to the rules as far as I'm concerned.
| Steve Geddes |
| 1 person marked this as a favorite. |
That's great if your players are good with that. I find that with my own group their acceptance of GM rulings depends quite a bit more on the system we are using. If I'm running a Mutants and Masterminds game or some other system that can be run pretty loosely then they don't have an issue when I make those kinds of calls. However in a game like 4e where the rules are very clear cut and don't leave a lot of room for GM fiat they don't let me get away with that as much.
I also find that the gamesystem has an impact on how much fiat people will accept (or at least expect). Nonetheless, I think we generally favor the style of play where the DM is more rule-maker than rule-interpreter.
I think part of the culture of acceptance is that we rotate DMs. We generally make a judgement call when something comes up and then all follow a similar path no matter who is DMing - so there isnt quite the DM/player divide that seems common at other tables. If we adopt a harsh interpretation as DM, we'll live with the same harsh interpretation as player.
Ultimately, it all comes down to time. We only get to play three or maybe four hours a week and nobody but me has much time between sessions - games like pathfinder bring a lot of complexity that isnt of much value to us. The rigor and codification of 4E's combat also go against the more subjective style we're used to.
| lokiare |
From http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140224
"In addition to the draconic sorcerer, we've designed another sorcerer option that should be familiar to anyone who used the 2nd Edition Tome of Magic or who played a 4th Edition sorcerer. Here's a hint: if you play this kind of sorcerer, be sure to keep your percentile dice close by. If you're playing another character with this type of sorcerer in your party, you might want to always be ready to take cover. When this sorcerer casts a spell, you never know what might happen."
Oh look, they want to emulate the 4E sorcerer. Sounds like a play style attempt to me (I haven't seen it yet, but if it looks like their other attempts it will probably miss the point.)
From http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140210
"Several times, we took a stab at introducing hard and fast rules for allowing characters to automatically succeed at certain types of checks. These rules sounded great, and in the hands of some DMs, they played well at the table. Unfortunately, they didn't mesh with all play styles. On top of that, the rules tended to break down in any situation in which the party would have a single specialist deal with a check."
Notice the emphasis on meshing with different play styles. This probably didn't mesh with the balanced tactical play style because an auto-win is not a tactical choice. It obviates any other choices and thus turns into a non-choice. That may not be what they thought, that is just my opinion.
From the same:
"If one thing links the examples I've talked about here, it's that the rules for a tabletop RPG can have implications for the game that go beyond their specific mechanics. I've talked before about how a big part of our goal for the playtest was digging down into the rhythm and flow of the rules—the feel that rules produce at the table. We saw consistent feedback in favor of quick resolution, speedier game play, and an emphasis on risks and rewards—all of which became our focus for the evolution of Dungeons & Dragons."
You'll notice none of that contradicts the balanced tactical options play style.
From http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140127
"The exploration rules have been reworked to make them easier to use at the table. We've brought back the concept of passive perception from 4th Edition to cut down on the number of die rolls and to speed up play. A character's passive perception is the result of rolling 10 on a Wisdom (Perception) check. Your character sheet will have a space to note this, making it a value you calculate once and then use as needed."
Oh look another play style choice from 4E.
From http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140120
"Every DM has a different style and unique ideas for a campaign, and the first two levels of that campaign give you a chance to set the ground rules for your game. For one DM, those levels might be a sort of weeding-out process, with only the luckiest or most cunning characters reaching 3rd level after many sessions of play. Another DM might see those beginning levels as a chance for the characters to become familiar with important elements of the campaign—for example, the powerful guilds that rule over a massive city standing at the confluence of a dozen major trade routes."
He talks about multiple styles here and how the early levels allow for different styles. I don't agree with that as the early styles remove tactical choices and options, but they seem to believe it allows multiple play styles.
"On the other hand, you might want to just sit down and bash some monsters. Though all of these tools can prove useful to your game, we believe that the ability to ignore certain tools is just as important as the tools themselves. Our general approach is to keep the core as simple as possible, so that complexity and options come into the game only when a group is ready and eager for them. The rules are like a concierge, ready to help as much or as little as you want. There are as many styles of D&D play as there are players, and the rules should exist first and foremost as a tool for the group, not a constraint."
They literally spell it out here where they say the rules and options should allow for many play styles.
Here http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140113 they talk about the 1E and 2E play style. Then tell the rest of us to skip levels 1 and 2. However for a lot of us we are already losing 10 levels and losing another 2-3 levels on top is not a good thing because we enjoy the choices when we level up our characters.
You can go over the rest on your own. Its all through the articles. They fully intend for everyone to be able to play their own play styles.
Its my opinion that they simply don't know what the play style of 4E is and they think they can replicate it from bits and pieces, not realizing that it wasn't what the pieces were, but how they interacted that created the play style. This is the folly of 5E. They are basing their design on faulty assumptions.
Correct me if I'm wrong:
1E play style - DM as master arbitrator with rulings on the fly made up and dictates the abilities of the characters based on their class and race.
2E play style - Gritty down to earth with powerful casters at high levels and powerful non-casters at early levels. Options and sub-systems abound.
3E play style - Customizability is master here. Codification of rules and systems by which the DM tells a story with the players.
4E Play style - Balanced tactical options and choices at each level and during each round of play.
Does 5E meet those? It kinda meets the 2E style and somewhat allows for some of the customizability of 3E. It is slightly more balanced than 3E but not as much as 4E.
In other words instead of adding options to allow for everyone to cobble together the game they want they kind of just threw everything in a pot and stirred it. Some things don't mix though. The 'survive early levels to become a powerful casters ruling over the non-casters' doesn't mesh with 'all classes are equally powerful but in different ways' and when they mix you get 'casters are a little more powerful than non-casters after about level 5, non-casters have to use cheap tricks to measure up and lose all flexibility'
To me it would be like adding chocolate, and liver to a vegetable stew. All that's going to happen is that you anger the different groups of people that like chocolate, liver, or vegetables.
Of course the solution would be to boil the core game down to what all editions have in common. Things like:
Armor Class
Hit Points
prepared spells
weapon proficiencies
armor proficiencies
classes
races
etc...etc...
Believe it or not there are many similarities like Wizards having the least hit points and fighters and barbarians having the most with rogues and clerics in the middle.
There is enough to make a simple game, onto which you can add things you like.
For the 1E and 2E groups you could add a list of spells that have drawbacks like haste which ages you a year or causes a system shock check. Or polymorph that causes the target literally lose themselves and become the creature.
For 3E groups you could add feats and spell modules that have less side effects.
For 4E groups you could add feats and powers modules that add in balanced tactical based feats and powers.
They didn't go this way though and we are where we are...
| P.H. Dungeon |
| 2 people marked this as a favorite. |
I don't think they are thinking of play style quite the same way you are. Each edition can have many different play styles depending on the group that is playing it. For example you might a have one group that runs a combat heavy game (hack and slash) or a game that features more role play and intrigue or one that deals a lot with exploration or investigation etc... Currently I think that each version of D&D can accommodate any of the play styles I just listed, but some probably do certain ones better than others.
None of the examples you provided spell out that they plan to provide the same level of tactical combat options in the same manner that 4e does it. Borrowing certain mechanics from a certain edition (like passive perception or ongoing damage or recharge numbers for certain monster abilities) isn't the same as emulating a play style.
I think the best you can hope for is seeing a bunch of subclass builds or path options for each of the martial classes that provide maneuver type abilities/exploits somewhat like how they're developing the gladiator path and a rules module for tactical combat that gives more explicit rules for grid combat and attacks of opportunity and the like. More expansive attack of opportunity rules combined with maneuvers that let you do things like knock targets prone will make those kind of moves more useful and provide PCs with more tactical decisions. Whether they end up doing all that or not I'm not sure, and even if they do I doubt that will possibly match up with the combo options martial characters in 4e can get with all the powers they can choose from (both in combat and when creating their characters). If you think what I described above might cut if for you then you may end up liking the game, assuming they eventually get all that kind of content out. Otherwise you're probably better off with 4e since that system works pretty good for the most part, and has a enough content to keep a gaming group going for the next 50+ years. Just hope they don't shut down the character builder and online compendium as those are nearly essential for playing that edition.
| P.H. Dungeon |
Why do you want this edition to try to please you so bad anyhow? From the sounds of your posts 4e is giving you what you want. Are there things you don't like about 4e that you were hoping this edition will fix or is it more an issue that 4e will no longer be supported so you hope that the new edition will be to your liking (since it clearly will be supported for the next x many of years)?
Personally I like 4e but it has things that I kind of hate about it as well. For instance I like how they balanced the classes a lot better. I like that they made it harder to get access to abilities like flight and long range teleportation. I like that martial characters have so many fun options both in character creation and during combat. I like that skills have been simplified. I like that all the info you need to run your character is on your sheets (all 10+ pages of them). I like some of the clarity of how powers are worded (like "ends at start of your turn"). The reduced swingyness of the game is nice for a lot of players (i.e. they aren't likely to be one-shotted by something). I like what they did with alignment. I like the idea of rituals and more or less how they implemented it.
I don't like that there is still a heavy reliance on magic items (though that can mitigated with the rules option that I can't remember the name of right now). I don't like that in order to create a challenging combat you usually need to make it a long combat. There are so many powers and such that as a dm I can't possibly keep track of them all, so I never really know what players are doing half the time in combat. I dislike how "gamey" combat can feel/sound (ie "I hit him for 32 damage; I also shift him 3 squares and he is dazed, save ends; then I spend a minor action to spend a healing surge, and as a move action I shift back one square").
| P.H. Dungeon |
I think their intention was to try to distill the "essence of D&D" by looking at all the editions, searching for common elements that link them together and then taking some of the best parts of each edition to make the core of the new edition. I'm not sure exactly how well they've succeeded, and I'm in no position to make that call until I've seen and played the finished version of the new edition (even then you'll probably need to wait a while for them to release additional content- you probably remember people griping a lot when 4e came out that it wasn't a "complete" game because the phb didn't include gnomes or a barbarian class etc.. but now all that stuff is in the game). I can tell you that they have reprinted the core books from each edition in the past year or so, which means in a way they have supported the "play style of each edition" (as you put it) since you can buy any of the past editions you want. Since they are putting pdfs from all editions back online for sale you also have content support for any edition you choose to play.