D&D General What makes D&D feel like D&D?

Which of the following elements are part of D&D's "feel" to you?

  • Using multiple types of dice

    Votes: 93 70.5%
  • Ability scores (Str, Dex, Con, Int, Wis, Cha)

    Votes: 115 87.1%
  • Distinct character races/lineages

    Votes: 77 58.3%
  • Distinct character classes

    Votes: 115 87.1%
  • Alignment

    Votes: 60 45.5%
  • Backgrounds

    Votes: 3 2.3%
  • Multiclassing

    Votes: 21 15.9%
  • Feats

    Votes: 14 10.6%
  • Proficiencies

    Votes: 14 10.6%
  • Levels

    Votes: 115 87.1%
  • Experience points

    Votes: 67 50.8%
  • Hit points

    Votes: 108 81.8%
  • Hit dice

    Votes: 32 24.2%
  • Armor Class

    Votes: 97 73.5%
  • Lists of specific equipment

    Votes: 32 24.2%
  • Saving throws

    Votes: 88 66.7%
  • Surprise

    Votes: 7 5.3%
  • Initiative

    Votes: 48 36.4%
  • Damage types

    Votes: 12 9.1%
  • Lists of specific spells

    Votes: 65 49.2%
  • Conditions

    Votes: 6 4.5%
  • Deities

    Votes: 22 16.7%
  • Great Wheel cosmology

    Votes: 21 15.9%
  • World Axis cosmology

    Votes: 4 3.0%
  • Creature types

    Votes: 23 17.4%
  • Challenge ratings

    Votes: 5 3.8%
  • Lists of specific magic items

    Votes: 52 39.4%
  • Advantage/disadvantage

    Votes: 6 4.5%
  • Other (please specify)

    Votes: 9 6.8%

  • Poll closed .

Blue

Ravenous Bugblatter Beast of Traal
I don't know how prescriptive this is - I picked a bunch of options that a game without wouldn't feel like D&D, but I can apply those same options to another RPG without making it D&D.

So take my votes as sacred cows that if removed would make a game feel less like D&D, but not a recipe for making D&D since it needs more than that.

I also picked "other", and here are some of those off the top of my head:
  • Vancian magic system
  • Zero to Hero journey - emergent from the mechanics, not explicit in them
  • Team game / niche protection - a lone wolf can't cover all bases, and a party is more than the sum of it's parts.
 

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Blue

Ravenous Bugblatter Beast of Traal
I actually considered including "spell slots", but figured the specifics of how classes work was getting too down in the weeds.
D&D felt like D&D long before spell slots was a concept, and it's actually a watering down of D&D in some ways. It used to be that you prepared spells. Like "I memorize sleep x2, magic missile, and audible glamour". And you could cast sleep once or twice, magic missile exactly once, and audible glamour exactly once. There was no split between spells prepared and spell slots. There were no spells known because spontaneous casters didn't exist. Though later editions allowed clerics to swap out a spell prepared for cures (good aligned) or inflicts (evil aligned).

Mind you, it's a watering down that I like - I am okay with metamorphizing sacred cows into something more playable if you keep the essence so it still feels like D&D. Design of D&D is more constrained then a greenfield design of a new RPG to keep that feel.
 


aco175

Legend
One of the things I picked that everyone else did not pick was monster types. I find that monsters give the game its flavor like races and classes. They are what you battle to gain levels and feel part of the core things about the game.
 



JEB

Legend
D&D felt like D&D long before spell slots was a concept, and it's actually a watering down of D&D in some ways. It used to be that you prepared spells. Like "I memorize sleep x2, magic missile, and audible glamour". And you could cast sleep once or twice, magic missile exactly once, and audible glamour exactly once. There was no split between spells prepared and spell slots. There were no spells known because spontaneous casters didn't exist. Though later editions allowed clerics to swap out a spell prepared for cures (good aligned) or inflicts (evil aligned).

Mind you, it's a watering down that I like - I am okay with metamorphizing sacred cows into something more playable if you keep the essence so it still feels like D&D. Design of D&D is more constrained then a greenfield design of a new RPG to keep that feel.
Oh yeah, I'm aware that spellcasting used to be different. But I'm also in favor of the current take. (I do miss spontaneous casting for clerics, though.)
 

Blue

Ravenous Bugblatter Beast of Traal
Oh yeah, I'm aware that spellcasting used to be different. But I'm also in favor of the current take. (I do miss spontaneous casting for clerics, though.)
Yeah, but I thought the idea of the poll is to find out what others feel define D&D. I would not have picked spell slots - it's a great implementations but it's still D&D without it. But I would have picked Vancian magic.

"What makes D&D feel like D&D" is a different set than "what are my favorite parts of 5e". I love Advantage/Disadvantage, but if 6e didn't have it I wouldn't decry that it wasn't D&D. (I would be sad though.)
 


Blue

Ravenous Bugblatter Beast of Traal
Hm, some others on things that make D&D feel like D&D:
  • Attrition based play / Nova - two sides of the same coin.
  • Daily full refresh.
  • Frequent battles to the death as acceptable ways to overcome challenges - fights are common solutions, fights to the death are common when it is a fight, and often there are no other repercussions for killing.
 
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