Posted: Mon Jul 01, 2019 5:48 am
This is spooky. Tussock is not, IMO, wrong.
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I agree. But then, isn't this DIY / "Rulings, not rules!" / "Each table it's own game" ethos the point of the OSR movement? If so, that's a clear call out to OD&D grognards. Mix that with some exception-based granularity taken from 3e/4e, and we have exactly what Mord is saying - a game that was made to acommodate all range of D&D fans across editions. Oh, and with Inspiration + Backgrounds you also attract the narrative crowd. In other words: a Market aware product, more so than any edition before it.tussock wrote:I say [D&D 5e] is not giving people much of anything, because it isn't. Physically, almost no rules. People do things with it, but those things are unique hand waving. The game itself insists that it has no flaws because the GM can fix everything. Which is just garbage, that's terrible, awful to see in a game, bad enough in 1989 let alone now. It means everyone's 5e experience is massively different to everyone else's, they're not even talking about the same thing when they talk about it, other than to insist people having problems just need a new GM.
tussock is always wrong, at all times, about everything, because he is not able to think. He is the kind of moron who would, from the statements "Socrates is a man" and "all men are mortal," reach the conclusion that "all men are Socrates." I'm beginning to suspect that he's actually a prototype for Woke Cleverbot.Orca wrote:This is spooky. Tussock is not, IMO, wrong.
2 years later, not 5. In 2016 the D&D 5e Player's Handbook was already the all-time best selling D&D book of the WotC era*.Kaelik wrote:Yeah I'm pretty confused by people talking about the brilliant marketing of an edition that released, no one fucking bout it, and then 5 years later became popular because of a TV show
In other words: Marketing.deaddmwalking wrote:The one thing that it did well is have a low bar for entry. I've known a lot of people that have advocated for a 'simple' version of D&D (maybe call it Basic or something) that can be used as a starting point that is generally compatible with the full edition (maybe call it Advanced or something).
Simple play, quick-start, easy to begin is a great way to position a game to find people who are interested in it. Offering a way to expand that with additional options without killing the game (I'm looking at you, Pathfinder) is good.
Didn't you come here like a year ago, referring Mearls's tweet, and we countered with objective research?Guts wrote:2 years later, not 5. In 2016 the D&D 5e Player's Handbook was already the all-time best selling D&D book of the WotC era*.Kaelik wrote:Yeah I'm pretty confused by people talking about the brilliant marketing of an edition that released, no one fucking bout it, and then 5 years later became popular because of a TV show
*source: https://unpossiblejourneys.com/how-well ... s-selling/
Did I? Sorry can't remember, apologies if that's the case. Regardless, it seems from 2017 onward the sources in the article get unambiguously objective, right? Amazon, Orr group, etc. That's the point. D&D5 is a huge success, no matter how you see it.virgil wrote:Didn't you come here like a year ago, referring Mearls's tweet, and we countered with objective research?
Sort of. OSR is a lot of things. Most of it is re-creating a particular feel, but they also focused pretty heavily on cleaning up old rule sets and mostly shifting everything to modern mechanics. It took off in the late 3e era and they were 3e players doing it.Guts wrote:But then, isn't this DIY / "Rulings, not rules!" / "Each table it's own game" ethos the point of the OSR movement?
S&W wrote:Disintegrate
Spell Level: M6
Range: 60 ft
Duration: Permanent
The caster defines one specific target such as a door,
a peasant, or a statue, and it disintegrates into dust.
Magical materials are not disintegrated, and living
creatures (such as the aforementioned peasant) are
permitted a saving throw. The Disintegrate spell
cannot be dispelled.
When they said "rulings, not rules", they meant for the fiddly stuff, the edge cases, the bits of the game that are overly fussy to sufficiently pre-define or narrate across the table in play. The OSR does not have a table of +2 or -1 modifiers for the twenty things you might run across while climbing a wall in case no one bought a grappling hook, because the default (+/- 2 for whatever) is almost exactly the same in play, if they even go that far.5e wrote:Disintegrate
6th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
A thin green ray springs from your pointing finger to a
target that you can see within range. The target can be a
creature, an object, or a creation of magical force, such
as the wall created by wall of force.
A creature targeted by this spell must make a
Dexterity saving throw. On a failed save, the target takes
10d6 + 40 force damage. If this damage reduces the
target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing
and carrying, except magic items, are reduced to a pile
of fine gray dust. The creature can be restored to life
only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or
smaller nonmagical object or a creation of magical
force. If the target is a Huge or larger object or creation
of force, this spell disintegrates a 10-foot-cube portion of
it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases by
3d6 for each slot level above 6th.
I saw one change to 5e (who was paid to) and a dozen that didn't. Most of the major OSR crowd are still putting out more new books from their basement than WotC does for D&D. Nothing in the OSR would make you imagine people buying a 316 page PHB that barely covers dungeon bashes, it's not what they're about.If so, that's a clear call out to OD&D grognards.
Mate, 5e backgrounds are terribly restrictive character design, seriously. Their marketing said appropriate things for the market, but they did not deliver. Those things are not in their game in the ways you imagine.Mix that with some exception-based granularity taken from 3e/4e, and we have exactly what Mord is saying - a game that was made to acommodate all range of D&D fans across editions. Oh, and with Inspiration + Backgrounds you also attract the narrative crowd. In other words: a Market aware product, more so than any edition before it.
It's not so much the genre conventions that vary in 5e, it doesn't really support a lot of different types of play, it's the outcome of trying to do the same thing in the same place that varies a great deal which is a problem.Also, this wouldn't be the first time a game without a clear mode of play was successful or popular. See Vampire the Masquerade in early 90s. No two tables played it the same way.
Man, do not get into Mearls' quotes. The least generous interpretation possible is usually over-generous. The man is king of marketing himself and playing up "growth" by fiddling numbers.That's the point. D&D5 is a huge success, no matter how you see it.
Justin Alexandet wrote: I would add:
- Explicitly designed for short term or even one-shot play.
It's not just the difficulty of picking up a new set of rules that discourages people from picking up a new game; it's also the implied length of commitment.
When I pitch Ten Candles or Fiasco or Lady Blackbird, I'm innately and pretty much necessarily saying, "Hey, do you want to try this new thing for one night?"
Pitching something like GURPS or Eclipse Phase or Shadowrun is far more likely to be saying, "Hey, do you want to play at least 10-12 sessions of this over the next 3-6 months of our lives? Maybe even more?"
Citation needed. Paranoia came out in '84, when RPGs were barely a decade old - almost everything was new and fresh if it wasn't D&D.Paranoia playstyle was an exception by the time it came out
2E seems to failing rather spectacularly at keeping at least half the previous fans interested. I'm sticking with 1E and that seems to be widespread sentiment on the Paizo boards.tussock wrote:Pathfinder was "lets keep playing 3rd edition, please, because the GSL is poison and they took Dungeon and Dragon off us and we want to work in this industry still!" Pathfinder 2 seems to be "let's keep playing Pathfinder, please!"
This leaves the question:saithorthepyro wrote:You know it's a failure when the Paizo boards didn't rally behind it. In other communities it's even more dead. Mythweavers has essentially rejected it en masse and is down to maybe one or two supporters. People are not happy about a number of issues, whether it's the Feat Bloat, Resonance, the lack of character options, shield system, and so on and so forth. The actual playtest was also a major disappointment. It's telling that less than a month before official release, and there is no real buzz for it coming out even on reddit.