brian.b.m...@lmco.com wrote:
> I am dubious about the whole idea of getting all players to unite under
> one edition. If group X is happy playing 2e, or group Y is passionate
> about 4e, why should they spend $100 or so on a whole new edition?
No one at sales and marketing really gives a shit about the grognards;
they're not buying anyway. Mike Mearls just thinks the old school movement
has made some good points about game design in recent years.
The game basically makes all its money in periodic long-tailed sales
peaks, only two thus far according to Ryan Dancy, from 3.0 and BX+AD&D. 4e
made them nothing, they don't care about it or it's customers in the
slightest, they just want some of them to say good things about the new
edition on the internet, because that's the best advertising money can't
buy.
> They have most likely fixed all of the really irksome game flaws with
> house rules already.
Most people's house rules are complete clusterfucks. Mine included, if
I'm being all real about it.
> What could be so compelling about 5e that these people will feel they
> have to run out and buy it?
It's not /for/ them, it's for the hope of a boom in the market. Whoever
those people might be, newbies, CRPGers, board-gamers, ipod kids, lost WoW
players, the farmville crowd, whatever.
> I think that the tendency of WOTC to focus on red herrings like game
> balance or maintaining the "feel" of D&D is also harmful, since it
> needlessly limits their options. The only thing they should focus on is
> making the game as much fun as possible.
Oh, gods no. The tyranny of the "fun game design" principle has a lot to
answer for. Monopoly isn't still kicking ass because it's fun. Chess hasn't
lasted centuries because it's fun. WoW isn't fun. Successful games are not
fun, they're ... well, they're addictive and challenging with repeating
cycles and partially randomised rewards that allow ongoing responses.
> Who cares if, say, a wizard and a fighter have exactly the same amount of
> power, so long as both can contribute usefully in most situations the
> party encounters?
Spotlight time. You actually need most situations to have someone be
clearly better at them, so players get a clear sense of their contribution
to the group over time. People joke about the 3e Bard because he's never
quite the best at anything, he only ever makes others shine.
> Who cares if the game retains "iconic" D&D elements as long as it is
> fun to play?
Most iconic D&D elements are there because people really enjoyed them
over the decades. Wizards were feeble enough to be killed by a house cat
because it made for a more enjoyable game for everyone, even the players of
Wizards found great satisfaction in it.
When younger designers take those things away, or nerf them out of
common use, it often recreates problems that were already solved by the late
70's.
> One problem that D&D has always had is an excessive number of useless
> rules and limitations that hem players in without improving the game.
> Examples are racial or class limits on skills, maximum level, and so on.
Races had level limits to support the fluff, Humans ruling. Classes
exist for niche protection (at least until Rob fucking Heinsoo decided
niches weren't "fun", all you needed was a "role" to play, all tiny cogs in
his little machine), class skills support niche protection, spotlight time,
and so on.
> If players can choose any skills, feats, and powers they like [...].
GURPS, Champions, they're -> thataway. They're not very good, eh. When
players can choose anything, they find the tiniest flaws in your game engine
and drive a container boat full of win through it.
> Another problem is that the rules often make no sense.
The rules that make the least "sense" are usually the ones that were
most needed to make the game run properly. Things like ...
Level-inflated hit points so the challenges you can overcome change over
time in a predictable fashion. The classic ban on buying magic items so
people don't all end up with perfect, boring-ass clone gear. XP for treasure
rather than challenge so players /avoid/ pointless fights and /fear/ trivial
wandering monsters, so they *like finding treasure*, like real people do.
Attack bonuses growing much faster than AC. Saves getting /easier/ as
the spells and monster special attacks you face become more dangerous. PCs
not being able to cast spells in melee. Strictly limited recovery cycles.
Some classes being simple and functional, some being complex and rewarding
deep planning and study. Slow exploration and combat.
--
tussock