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D&D General Less is More: Why You Can't Get What You Want in D&D

Snarf Zagyg

Notorious Liquefactionist
Sure, at some point you get diminishing returns on the number of choices. But I think what's important is to have distinct choices.

Looking at your car analogy, if I want to buy a VW ID.7 Tourer Pro I have these choices for color: Moonstone Grey (the only solid, the others are metallic), Aquamarine Blue (dark blue), Glacier White, Grenadilla Black, Scale Silver, or Stonewashed Blue (light blue). That list could definitely use a few more options – all the colors are super boring. You'd need to add something like a red, a green, a yellow, and a purple. Maybe an orange. But you don't need to have both a fire red and a strawberry red and a dark red – pick one.

To me, the current class choices in D&D is a bit like the VW. There are a bunch of theoretical choices, but none that appeal to me. What's more, if you add in sub-classes that's like different shades of the same color. I can pick moss green, leaf green, teal, or lime green, but nothing purple.

So, given that the last few pages have managed to turn into my favorite topic ... ME ... I thought I would at least briefly interject to see if I could try and re-direct the thread back to the original topic.

This, and the post you responded to ( @Oofta ) are both articulating a major issue with D&D releases, and something that I was discussing in the OP that I think speaks to the design philosophy of 5e that we've seen so far.

Without going too far into the weeds on the history of released, I think it is instructive to see that 5e is one of the longest-lived released of D&D that we've had, and certain the longest of the WoTC era. Moreover, the new 5e isn't a complete change as the ones before (3e-4e-5e) but is more akin to the 1e-2e transition- but maybe even less than that.

I think that one of the reasons for that is the comparative simplicity of the design, and because WoTC has been very hesitant to pump out more official crunch. To the extent that they do put out more official crunch, it is almost always tied into a specific setting. This has allowed it to continue and thrive without needing a hard reset.

In addition, the smaller number of choices in the core rules* continue to make it easier for new players to pick up, and the design philosophy (including bounded accuracy) means that while optimization is still something players can do, it's not like 3e where players would be punished for making "incorrect" choices with their characters.

*Again, this is a relative statement. D&D is not easy compared to many TTRPGs. But 5e is relatively easy compared to crunchier games, and to past editions, for many players.

The disadvantage with this is that, for people that really like the crunch, or like tons of options, you might find it lacking. Which is okay! Different people have different preferences. You can - (1) homebrew, (2) use 3PP, or (3) play a game that is more suited to your interests.

I would say that the choices made by the designers both make 5e an excellent game for the intended market, but also limit the design space for that group of people that really want advanced options. While there is a lot of great 3PP, IME there are limits to how diverse they can be given the underlying constraints in 5e.
 

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Oofta

Legend
So, given that the last few pages have managed to turn into my favorite topic ... ME ... I thought I would at least briefly interject to see if I could try and re-direct the thread back to the original topic.

This, and the post you responded to ( @Oofta ) are both articulating a major issue with D&D releases, and something that I was discussing in the OP that I think speaks to the design philosophy of 5e that we've seen so far.

Without going too far into the weeds on the history of released, I think it is instructive to see that 5e is one of the longest-lived released of D&D that we've had, and certain the longest of the WoTC era. Moreover, the new 5e isn't a complete change as the ones before (3e-4e-5e) but is more akin to the 1e-2e transition- but maybe even less than that.

I think that one of the reasons for that is the comparative simplicity of the design, and because WoTC has been very hesitant to pump out more official crunch. To the extent that they do put out more official crunch, it is almost always tied into a specific setting. This has allowed it to continue and thrive without needing a hard reset.

In addition, the smaller number of choices in the core rules* continue to make it easier for new players to pick up, and the design philosophy (including bounded accuracy) means that while optimization is still something players can do, it's not like 3e where players would be punished for making "incorrect" choices with their characters.

*Again, this is a relative statement. D&D is not easy compared to many TTRPGs. But 5e is relatively easy compared to crunchier games, and to past editions, for many players.

The disadvantage with this is that, for people that really like the crunch, or like tons of options, you might find it lacking. Which is okay! Different people have different preferences. You can - (1) homebrew, (2) use 3PP, or (3) play a game that is more suited to your interests.

I would say that the choices made by the designers both make 5e an excellent game for the intended market, but also limit the design space for that group of people that really want advanced options. While there is a lot of great 3PP, IME there are limits to how diverse they can be given the underlying constraints in 5e.

I agree, and I think the D&D book of the month club that has been tried in the past was quite detrimental to the game. Not only having too many options, but your average newbie or loosely associated (e.g. parent) consumer did not know enough to figure out which book to buy. Typically a version 2 of something is an improvement over version 1 so why get the PHB when there's a PHB 2? Go to a game with your bright shiny new character? Bob (it's always Bob :mad: ) starts in on how pathetic and lame your character is because they aren't using that feat from The Complete Bohemian Earspoon combined with the new Slavic Guide for Warriors to make a real powerhouse. Until then just sit back and watch while Bob uses rules from 10 different books to dominate the game. It can be quite discouraging to someone who either doesn't have the cash for all the books or simply doesn't want to spend more than 5 minutes building a character.

Of course there will always be a bloat and 5E hasn't been immune to it. But there's a difference between having a bit of a beer bloat belly and Mr. Creosote. That and hopefully the 2024 PHB will bring in some of the features from TCoE and XGtE and make those books less necessary.

I get that some people want more crunch and more options. Fortunately we have 3PP to fill in that niche if you want.
 

Snarf Zagyg

Notorious Liquefactionist
Of course there will always be a bloat and 5E hasn't been immune to it. But there's a difference between having a bit of a beer bloat belly and Mr. Creosote.

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Starfox

Hero
I have used an intro to a post here on ENworld that said something like "this thread is about how to realize this new idea of mine, it is not about whether this is a good idea to begin with", and it was certainly not my idea, I took it from someone else here who wrote something similar. And now the big surprise - IT WORKS! A lot fewer comments along the lines of "This is a bad idea, scratch it", more comments on the line of "The level 6 feature is too strong/weak/boring/whatever.

I am pretty thick skinned which helps with the "just don't" comments that nevertheless surface, but I am still impressed with the respect shown here on ENworld.
 

Belen

Adventurer
*Again, this is a relative statement. D&D is not easy compared to many TTRPGs. But 5e is relatively easy compared to crunchier games, and to past editions, for many players.

The disadvantage with this is that, for people that really like the crunch, or like tons of options, you might find it lacking. Which is okay! Different people have different preferences. You can - (1) homebrew, (2) use 3PP, or (3) play a game that is more suited to your interests.

I would say that the choices made by the designers both make 5e an excellent game for the intended market, but also limit the design space for that group of people that really want advanced options. While there is a lot of great 3PP, IME there are limits to how diverse they can be given the underlying constraints in 5e.
Less crunch is the reason I am playing 5e. 3.5 and PF1 burned me out. The sheer volume of rules, conditional rules, conditional modifiers, was awful. I started playing Cypher system and even a jaunt back to 2e.

I find it much easier to add crunch to the game than delete it.
 

Alzrius

The EN World kitten
Less crunch is the reason I am playing 5e. 3.5 and PF1 burned me out. The sheer volume of rules, conditional rules, conditional modifiers, was awful. I started playing Cypher system and even a jaunt back to 2e.

I find it much easier to add crunch to the game than delete it.
It's the opposite for me. 5E having so little crunch is a huge part of the reason I just can't get into it.

I've mentioned before that part of how I measure how much I like a piece of art (that is, any instance of a creative work in a particular medium) is how many distinct modes I can engage with it in, i.e. how many different ways it "speaks to me." Each such mode is distinct, in that they're separate from each other, and the presence of one doesn't detract from another (the Stormwind fallacy is a reminder of this). In that regard, role-playing as an activity is distinct from engaging with the mechanical underpinnings of a given system. When the latter is absent (or rather, dramatically reduced), the former doesn't suddenly become that much more dynamic; it's just there, with nothing else to appreciate.
 

Belen

Adventurer
It's the opposite for me. 5E having so little crunch is a huge part of the reason I just can't get into it.

I've mentioned before that part of how I measure how much I like a piece of art (that is, any instance of a creative work in a particular medium) is how many distinct modes I can engage with it in, i.e. how many different ways it "speaks to me." Each such mode is distinct, in that they're separate from each other, and the presence of one doesn't detract from another (the Stormwind fallacy is a reminder of this). In that regard, role-playing as an activity is distinct from engaging with the mechanical underpinnings of a given system. When the latter is absent (or rather, dramatically reduced), the former doesn't suddenly become that much more dynamic; it's just there, with nothing else to appreciate.
I get it; however, I maintain that it is easier to add crunch to the base system than remove it.
 


Belen

Adventurer
I've always found it easier to point to something in the rules and say "see that? We're not using it" than to have to write/find new rules for something that I want, but to each their own.
That works at times; however, if there is a heavy base crunch in the game, then it becomes more difficult. I am thinking about the way extra attacks worked in 3.5/PF1 with modifiers that could be conditional (ie. you get a +2 here or a +4 there.) Many of the feats added a lot of mechanics as well and every class got feats.

You cannot rule away a lot of the base assumptions of that edition. I loved it for a long time but it ended up burning me out multiple times as a DM. I often took time off of gaming because the complexity and the rules lawyering and the sheer amount of rules could be overwhelming. I swore off using minis and battle maps because of 3.5/PF1.

People often got upset during the game because some were prepared and had every bit of math worked out while others took forever to complete a turn and could never learn the game.

I would still play in a 3.5 or PF1 game, but I will never DM it again. Since I am always a DM and never a player, I really appreciate the balance of 5e.
 

Alzrius

The EN World kitten
That works at times; however, if there is a heavy base crunch in the game, then it becomes more difficult. I am thinking about the way extra attacks worked in 3.5/PF1 with modifiers that could be conditional (ie. you get a +2 here or a +4 there.) Many of the feats added a lot of mechanics as well and every class got feats.

You cannot rule away a lot of the base assumptions of that edition. I loved it for a long time but it ended up burning me out multiple times as a DM. I often took time off of gaming because the complexity and the rules lawyering and the sheer amount of rules could be overwhelming. I swore off using minis and battle maps because of 3.5/PF1.

People often got upset during the game because some were prepared and had every bit of math worked out while others took forever to complete a turn and could never learn the game.

I would still play in a 3.5 or PF1 game, but I will never DM it again. Since I am always a DM and never a player, I really appreciate the balance of 5e.
The issue, for me, is that if you're ruling away the "base assumptions" of a system, that suggests (again, to me) that you probably shouldn't be using that system in the first place. When I'm talking about not using something, it's typically not something that speaks to the basic framework of how the rules operate. I meant something like "no monks in this campaign" or "there are no elves in this world," not "attacks of opportunity don't exist" or "we aren't using the flanking rules."
 

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