Maybe it's about a system, a specific mechanic, lore, builds, types of players, ttrpg-adjacent products - whatever they are, share them.

  • Philosoraptor [he/him, comrade/them]
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    edit-2
    8 months ago

    3.5 was peak D&D, and 5E is the worst edition they've had. They're so concerned about balance and simplification that everything feels totally samey. 4E started that, but they went all in with the design constraint with 5E. Obsession over balance in a TTRPG is dumb--if some option doesn't work for your table, you just don't use it--and simplicity is a bad design goal for a system like D&D.

    • JohnBrownsBussy2 [he/him]
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      edit-2
      7 months ago

      My counter hot take is that balance actually is kinda important. A GM shouldn't have to redesign the game to achieve the expected game experience due to different levels of player system knowledge/enthusiasm. 3.5e core was just a more janky version of 5e, and picking and choosing the parts of the 3.5e gameline to put together interesting content was not easy. Game design can be a fun GM task, but shouldn't be necessary for the average table.

      I think there are parts of the 3.5e gameline, especially the Book of Nine Swords, that were phenomenal, and redesigning an edition around that paradigm could be really fun, but to be honest that's basically what D&D 4e was (just more systematized and smoothed down).

      • Philosoraptor [he/him, comrade/them]
        ·
        8 months ago

        I actually liked 4E well enough for the reasons you said. I think the latter period design in 3.5 was excellent, and they did a good job exploring that (even with the sometimes weird MMORPG-ification of the system). I had a lot of great sessions with 4, and it gets more hate than it deserves; 5E was a step down in every way.

        I agree with you on the "GMs shouldn't have to redesign" point for sure, but that never seemed to be the problem to me. 3.5 got crazy unbalanced because of the diversity of builds and source books. If you wanted a grounded campaign, you just limited the players to core books (or maybe core books plus a few others). The craziness really came from dips, and combining stuff from totally different books that was never intended to be combined.

        Finding that stuff was fucking fun though, and in a group where everyone knew the system backwards and forwards, could result in some really awesome and very different characters. I once did a level 20 gestalt campaign with every source book allowed, and holy shit was that some bonkers fun. Everything in 5E just feels the same, which cuts off a whole dimension of enjoyment from the game for me.