Discussing the "One D&D" Playtest

The problem with this line or argument is that D&D has historically been pretty awful for simulating almost all the popular epic fantasies of other media.
Three points I'd like to make. First, "D&D has always had problem X" is, by itself, a poor justification for X. But that's the boring point.

The way you're treating genre is kind of odd, in a way that makes it not jive with the argument spacemonkey is actually making. Yes, there are many features of D&D that make it unlike most pre-D&D fantasy, but most of those lie in mechanics rather than tone. And that's going to take some explaining.

Point 2

For this post, when I say "mechanics," I don't mean the rules of the game. Obviously, trying to separate those from a game's tone is only useful if you're trying to bury criticism of the rules. What I mean is the rules of the setting. There's overlap, obviously; Vancian magic is an aspect of both the game's rules and the setting's mechanics. But there's a point to the distinction, which I hope will be clear once I explain what I do mean by mechanics.

Obviously, there are questions of how the setting works on a metaphysical level. That's the setting's rules for spellcasting, gods, monsters, alternate realities, whether there's some nebulous force that prevents technology from working because the author can't be arsed to consider how technological development would impact the world, etc. But I'm also talking about things that happen within that setting, particularly how its social institutions work. The type(s), number, and character of polities; the existence/treatment of people living outside such polities; the influence of other organizations, such as churches and guilds; culture and religion; and so forth.

Now, in these regards, D&D is in many ways peculiar. It's not unique, and I'm not just talking about D&Derivative RPGs. For instance: I've seen several people argue that the social mechanics of D&D draw heavily from portrayals of American "Manifest Destiny" as portrayed by the Western genre (which I haven't been able to find, thanks to how many people share ideas about bringing Saloons & Sheriffs into Dungeons & Dragons). This is one thing which sets it apart from most high fantasy, but it's hardly unique! That plot framework, of "civilized" people conquering"untamed wilderness," is present in a wide variety of fantasy books, from The Goblin Wood (which tells that story from the perspective of the people living in the "wilderness") to like half of isekai light novels (in the same dungeon-crawling monster-fighting variation that D&D pioneered).

Now, these mechanics are obviously part of genre. Look at the division between hard and soft sci-fi, for instance; the simplest definition of these two sci-fi subgenres is 100% mechanical. One follows real science, the other doesn't. But that's not the only thing separating the two; probing the edges of both subgenres, you'll find "hard science fiction" that has things like warp gates, FTL travel, and sometimes even psychic powers, and "soft science fiction" that sticks to the laws of physics (albeit often at a layperson level). Why is that? Why do Tunnel in the Sky and Ender's Game feel more like hard science fiction than Blade Runner? Tone.

Hard science fiction isn't just soft science fiction with a college degree. Hard sci-fi tends to be grittier, to focus on conflicts grounded in practical concerns; mechanical issues, economic/industrial impact, geopolitical concerns. Soft sci-fi, by contrast, tends to use its more arbitrary mechanics to explore more abstract sci-fi concepts. Blade Runner's replicants and vague "off-world colonies" are far more plausible than ansibles or Ramsbotham jumps, but it's focused on what it means to be human, while TitS is focused on wilderness survival in a verisimilitudinous alien world and Ender's Game feels like a deconstruction of alien invasion narratives. Yeah, the latter also have themes, but they're rooted in hard sci-fi conflicts.

My point is that while D&D has different setting mechanics than most fantasy, it has much the same tone. It's hard to build a wizard who works like Gandalf, a barbarian who works like Conan, or a cleric that works like Aqua (let's ignore how two of those examples are technically divine beings), but it's easy to run a D&D campaign with a tone and plot like Lord of the Rings, Conan the Barbarian, or Konosuba.

And while setting mechanics are traditionally weighted pretty heavily when defining speculative fiction genres, I think that's dumb. For one thing, it's a core part of why certain bookstores lumping sci-fi and fantasy into one section; there's a lot of books that have both sciencey mechanics and magicky ones, so instead of litigating where you should put any given book, lump it all together under "nerd shit". Even though there are a lot of significant differences between the themes and narratives of sci-fi and fantasy, in how they construct their worlds and characters, in the conflicts they use, etc etc...but that's getting off topic.

The point is, D&D is only "unique" in the least important parts of genre.

Point 3

We also need to ask: What relevance does genre have to spacemonkey's point?
2. [Poor game balance] It results in a system that isn't very good at emulating the style of heroic fantasy it's meant to support. When you can do more damage by firing a hand crossbow at point blank range than by swinging a greatsword at someone, something has gone wrong somewhere. The iconic image of the wizard is of a figure bedecked in robes and carrying a staff, but the rules allow you to be a much stronger character by running around in armor and using a shield all the time and there's no reason not to do that. A system like D&D should reward players for leaning into archetypal fantasy roles, not punish them for it.
So, the argument is that since D&D is a different fantasy genre than anything else, it doesn't have and shouldn't support the same archetypes as other fantasy series. This is demonstrably false.

First off, archetypes can be shared between genres, even when you're not splitting hairs between D&D and, I dunno, Skyrim. For instance, the D&D paladin class corresponds to an archetype of righteous warriors with firm moral codes and holy powers, which can be found everywhere from Arthurian literature to isekai anime to The Stormlight Archive to (arguably) Star Wars—and of course, countless RPGs, tabletop and video alike. The paladin class was inspired by these holy knights, these stars so brightly shining; both D&D and its inspirations continued to inspire more like them, across all forms of fantasy. The same is true of rangers, of barbarians, monks, warlocks, and so forth.

For that matter, it's true of antagonists, too; the Monster Manual has a bunch of weird unique stuff, but that's hardly unique to D&D, and the MM also has plenty of archetypical monsters. You've got Lovecraft-lite slimy sea abominations, you've got demon-like monsters of stripes, big dumb animals for filler battles, undead overlords, magical experiments gone wrong (or right and bound to evil mages), and of course dragons. And the non-monster antagonists match to typical fantasy fare, too; demonic cults, hordes of "savages," necromancers and other dark mages, enemy armies, etc, etc.

Even if we accept that the differences between D&D and other fantasy works are significant enough to qualify as a different genre of fantasy, it's entirely possible for those genres to share tropes. And they do! D&D can hold basically any fantasy trope your DM doesn't explicitly forbid, with the arguable (but advisable) exception of Chosen Ones and other plotlines which center on a single protagonist.

You can't replicate the mechanics of most fantasy stories in D&D, but the archetypes spacemonkey is talking about barely interact with those mechanics (beyond, for instance, "some kind of spells exist"). Those archetypes are shared between non-D&D fantasy and D&D...because that's what every generation of D&D writers, from Gary Gygax himself, were trying to do. They were trying to do other things, of course, but they were also trying to make D&D a game where you can create a fantasy hero and play a fantasy narrative (or small-scale fantasy wargame, in the earliest days).

That's why some of its classes are so idiosyncratic. The monk has never had a well-defined mechanical niche, but it represents an archetype that has only gotten more popular over the years (I blame anime). As I understand it, the original ranger was little more than a collection of things Aragorn/Strider did, at least in part designed for players who wanted to play that kind of character. The distinction between a paladin and a fighter/cleric boils down to a few utility abilities and flavor. Warlocks were the only 3.5 splatbook class to survive to 5e (and made it to 4e before barbarians, bards, druids, or sorcerers) in part because they represented a certain type of edgy adolescent power fantasy better than any other class. (It certainly wasn't their unique non-Vancian magic, which 5e cuts back as much as it can without making it just another caster...)

So D&D is clearly designed to enable this kind of heroic fantasy, and its classes are (in part) designed to let players play certain fantasy archetypes. They can't play Gandalf, but they can play a wise old mage. The classes were designed to let players play these archetypes, which I know because...hold on, let's see if I can find a link...I know I read a web article where the author talked about how a feat that let wizards cast in heavy armor might be balanced, but it would still be bad for flavor, so they wouldn't do it...

This would be a lot easier to find if WotC kept 15-year-old articles about a dead edition of D&D online for both people who still care about them. I know why they don't do that, I'm just saying.

Anyways, you can also tell by looking at the classes. So many of D&D's class design decisions only make sense if you either assume the designers were designing with those archetypes in mind, or assume the developers were blindly copying decisions made by previous editions (without questioning either why those editions made those decisions, or the changes made each edition).
  • Why is "Angry Fighter" a separate class from Fighter? Because they're different warrior archetypes, one primal and unrefined, the other well-trained and clad in steel.
  • Why are warlocks arcane spellcasters when they are given power by a patron—and why is there overlap between these patrons and the divine beings that grant spells? Because warlocks represent magicians who gained power from Faustian bargains, and clerics represent holy/profane men empowered by their deities—different archetypes, but ones which overlap in "mechanics".
  • Why do monks exist? Because Jackie Chan and Goku are cool.
So rules which reward players from stomping over those archetypes are, at best, unintuitive. There are some game design scenarios where unintuitive rules can be a good thing, but D&D is not one of them.

It's designed to be a noob-friendly TRPG, something people new to the hobby can pick up and play with as little friction as possible. That is, I'd argue, why D&D is suited to making its character classes so archetypical. Those archetypes give even the greenest players a basis for understanding what classes do and how to play them; Tiny Tim might not know a d20 from a d12, but they've played enough Final Fantasy to know that bards are spoony. Or more practically, they can intuit that rogues are flimsier than fighters but might be good at surprise attacks, before they learn what a hit die or sneak attack is.

This intuition is important! It's like turning every fantasy book/anime/video game a new player has consumed into a tutorial for their first character. But this only works if following those archetypes is actually a good guide for playing a character. And I will give WotC this: It's generally not a bad guide. It makes you overlook some good builds, but it's fine. The problem spacemonkey points out isn't crippling the game.

But it is present, and I hope 5.5 makes it less significant.
 
It's designed to be a noob-friendly TRPG, something people new to the hobby can pick up and play with as little friction as possible.
Is it though?
Like, the rulebook from 5e was a 180-page pdf, ~110 pages of which are aimed at players. As someone who was new to D&D (though not to rpgs), it was a slog to read through, and a bit of a slog to just build a character. Not GURPS-level bad, but still.

Wait, did I say rulebook?

Haha, no, I actually meant the stripped-down 'Basic Rules'. The actual 5e player's handbook is 293 pages.

(In fairness, Fate Core, my actual first rpg, does have a longer rulebook ... but the basics are freely available online, chargen is a fucking breeze, and I picked up the game very fast and loved it.)

I probably shouldn't be posting in this thread, D&D really isn't my thing... but guess what, because it dominates the market, if I want to play rpgs (especially offline), I have to deal with this weird wargame-derived fantasy game, like it or not.
 
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The way you're treating genre is kind of odd, in a way that makes it not jive with the argument spacemonkey is actually making. Yes, there are many features of D&D that make it unlike most pre-D&D fantasy, but most of those lie in mechanics rather than tone. And that's going to take some explaining.
I appreciate the effort post but while I agree that a lot of D&D design was based on trying to recreate certain archetypes, I think the difference here is that I don't think that's a good thing.

The post I quoted said:

It results in a system that isn't very good at emulating the style of heroic fantasy it's meant to support.

This presupposed that there is a "style of heroic fantasy" and D&D's "system" is "meant" to "support" it.

And frankly, while purely literally speaking that is true, that "style" is just D&D itself since D&D's system doesn't actually support any other style very well.

There are much better systems for playing Aragorn or Conan (he has his own, perfectly cromulent RPG). I would argue that Aqua actually fits in D&D fine since she is based on a game that itself is in the "D&D genre."

But the point is, trying to force D&D to run these archetypes makes the game system worse. It leads to bad design. It contributes to the mindsets that have locked D&D into shitty legacy code and archetype/flavor divisions that don't map to mechanical divisions - which confuse players and make balance nigh impossible.

You yourself note that Rangers and Monks are, (except in 4e, IIRC) just "whatever character we had in mind's various abilities thrown halfhazardly together" - with no though to mechanical synergy or party role. This is BAD DEVWORK! This is not how to design a fun and functional game!

There are many games that mange to have cool archetypes with thematic and flavor consistency that do manage to be smooth to play - without inconsistent mechanics that make half the options "enjoy sucking, loser!" for half the level structure.

Part of why those games can do that is not being tied to legacy code that insists that the "genre" must include both sword-swinging warriors with naught but steel and skill and mages that can warp reality to produce consistent and powerful outcomes in the same party. The "classic" and "archetypal" D&D fighter and D&D wizard honestly do not belong in the same genre.

And lest the AD&D grogs jump in with "wizards were much more restricted in ye olde times" - that doesn't change that the archetype of the D&D wizard is a powerful master of magic who gets shit done, using magic hax that allows him to ignore a lot of normal physical laws, and that fundamentally privileges him against the archetype of the D&D fighter who isn't allowed to warp physics (even though the mechanics in some editions say he should).

Want D&D to actually be a good game? Then force the D&D genre to shift so it no longer demands archetypes that aren't compatible with each other or the base mechanics.
 
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Mechanics inform tone. Going by your own examples, running LotR or Conan in D&D is seriously undercut by the mechanics of D&D more often than not with the most extreme example being 3E. Hope you like your Balrog teleporting across the planet at-will and showing up unannounced in the middle of the armies of men to scream "lol, lmao even" at the top of his lungs before blowing them all to hell.
 
I'll note that "go into wilderness/dungeon, kill the locals in order to take their stuff is... Maybe not D&D's main genre at this point? Most campaigns, including published ones, I've seen involve a Dark Lord rising, often mixed with a McGuffin hunt.
 
Part of why those games can do that is not being tied to legacy code that insists that the "genre" must include both sword-swinging warriors with naught but steel and skill and mages that can warp reality to produce consistent and powerful outcomes in the same party. The "classic" and "archetypal" D&D fighter and D&D wizard honestly do not belong in the same genre.

And lest the AD&D grogs jump in with "wizards were much more restricted in ye olde times" - that doesn't change that the archetype of the D&D wizard is a powerful master of magic who gets shit done, using magic hax that allows him to ignore a lot of normal physical laws, and that fundamentally privileges him against the archetype of the D&D fighter who isn't allowed to warp physics (even though the mechanics in some editions say he should).
That description doesn't really highlight a distinction between the D&D archetypes and other fantasy archetypes that pre-date D&D. Perhaps you might clarify?

Conan isn't allowed to warp physics (even though the details of some of his feats say he should), but he does work in a world where there are powerful masters of magic who use magic hax that allow them to ignore a lot of normal physical laws. Sometimes they are enemies; sometimes they are allies.

Fafhrd and the Gray Mouser worked closely with wizards, notably their mentors but including erstwhile allies along the way.

Jim Eckert's adventuring party in the Dragon Knight books includes not only him as a fledgling (and later experienced) wizard in knight's clothes, but the highly non-magical Sir Brian, who is much better at whacking people over the head.

In the Chronicles of Prydain, made famous in Disney's adaptation The Black Cauldron (titled after the second book of the series) you have a classic adventuring party mixing magic-users and non-magic-users... and even with a sidekick character that plays a similar role to Bupu in the later Dragonlance books.

It's not just post-D&D fantasy like the Riftwar Saga that has had wizards and warriors adventuring in the same party. Lots of fantasy has had magic be rare and unusual but also have put a wizard in an adventuring party.

The biggest highly distinct thing about D&D wizards is the specifics of the magic system - the spellbooks, the memorization, etc. I'm having trouble seeing your point about D&D having a fundamentally original and problematic genre in mixing swords with sorcery. D&D has a genre-mixing problem that has gotten worse over time, but I don't see how the caster versus martial balance issues play into that...

... and, to be a grognardly grognard, there were a lot of AD&D supplements that recommended running campaigns that used a narrower segment of D&D options in order to support a stronger sense of genre, in some cases rewriting core rules. This included books that revolved around a single character class (e.g., the Complete Ninja's Handbook talking about running games where all or most of the PCs belonged to the Ninja class) as well as books that drilled down into a specific setting (e.g., the Viking Campaign Sourcebook, which recommended a sort of game where you would have mostly warriors and maybe a skald in your party).

This was - and still should be - a legitimate method of playing D&D, and I think it's underemphasized as an option.
 
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In the Chronicles of Prydain, made famous in Disney's adaptation The Black Cauldron (titled after the second book of the series) you have a classic adventuring party mixing magic-users and non-magic-users... and even with a sidekick character that plays a similar role to Bupu in the later Dragonlance books.

The chronicles of Prydain doesn't really have spells. Magic is, much like in LotR a thing of mysticism that is not quantified, and certainly not easily repeatable or reliable.

This is not even remotely comparable.

D&D magic has generally been tool magic. You know exactly what it can do, and can use it to solve problems.

Magic as tools and magic as narrative enabler that the characters have little control over are completely different things and are represented very differently in games.

If some people have powerful magic-as-tools, other people need some other sort of tool, otherwise they can't compete.

If magic can be a gun, your setting is now a setting where guns exist. No one in real life tries to field armies with swords against armies with tanks. No one in a setting where magic can act like artillery should expect people with nothing but purely human sword skills to compete with artillery in an open field engagement.

Like, this is the same shit we've talked over 2736283 times in the main D&D thread, kindly stop making me repeat it. People have been saying "look just let the sword guys do epic fantasy sword magic" - like y'know the actual legendary warrior heroes of myth did. Roland fucking cut a mountain in half with Durandal, how cool is that?

Everyone should get tools (practical or narrative). Anything else fundamentally stops being an enjoyable game and becomes, for some of the players, a "sucking at life simulator."

Sure people can still have fun in the narrative layer outside the mechanics, but that's despite the bad mechanics. They are enjoying socializing, not enjoying the game.

The problem with D&D is that it keeps falling back into the same shitty design space where mages get tools and fighters and thieves/rogues mostly don't.

You don't have to give everyone magic. But you do have to give everyone tools comparable to magic in the game engine, or your game engine fundamentally gives the mages much more agency that everyone else.

And that's bad design.

Like honestly D&D design has been stuck on bad legacy code for so long that I don't think it's going to change for the better in this regard. I'm just pointing out what is and isn't good design.

Focusing on thematic/flavor archetypes and not integrating them with actual mechanical competency is just bad game design. You can get some cool ideas but the game engine doesn't support on execution.
 
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You don't have to give everyone magic. But you do have to give everyone tools comparable to magic in the game engine, or your game engine fundamentally gives the mages much more agency that everyone else.
I don't exactly disagree, but I do think that a lot of the problem is that D&D just hasn't been willing to nail down clear mechanical limitations for what spells should be able to do- or perhaps more importantly, what they shouldn't be able to do. 5e has fairly significant variance in the power of other areas of the game as well, of course. Classes and subclasses are definitely not created equal, for example. But when it comes to spells, the system is often extremely hit or miss.
 
The chronicles of Prydain doesn't really have spells. Magic is, much like in LotR a thing of mysticism that is not quantified, and certainly not easily repeatable or reliable.

This is not even remotely comparable.

D&D magic has generally been tool magic. You know exactly what it can do, and can use it to solve problems.

Magic as tools and magic as narrative enabler that the characters have little control over are completely different things and are represented very differently in games.

If some people have powerful magic-as-tools, other people need some other sort of tool, otherwise they can't compete.

If magic can be a gun, your setting is now a setting where guns exist. No one in real life tries to field armies with swords against armies with tanks. No one in a setting where magic can act like artillery should expect people with nothing but purely human sword skills to compete with artillery in an open field engagement.

Like, this is the same shit we've talked over 2736283 times in the main D&D thread, kindly stop making me repeat it.
Thank you for clarifying what you feel distinguishes D&D wizards from other fantasy wizards found all over the sword and sorcery genre. I still do not see it as unique. The Chronicles of Prydain focuses on the main viewpoint of a character who does not know how spells work; there are some quite specific elements of magic that are reliable and repeatable. Out of the set of examples I mentioned, the Dragon Knight series matches your description of "tool magic" most closely: The magic is used by the main viewpoint character for solving problems, and is reliable and repeatable (to within limitations that are explicit and explained in the magic system); there are other examples available in fantasy books that pre-date the eruption of D&D into popular consciousness. The sword and sorcery genre is quite broad, and I don't think there is a fundamental genre-related problem with having a D&D-style wizard and D&D-style fighter in the same story.

I don't agree with your opinion here in the rest of it, but since I'm not interested in spending a lot of time arguing, you're not interested in rehashing arguments you've already had with other people, and it's really not a simple question of basic facts, we can both leave that there.

I am very interested in hearing what people have to say about where the caster / martial balance seems to be moving in D&D 5.5, though.
 
Yeah! I know 5e is obtuse compared to, like, Monopoly or Dragon Age. But it's also way more acceptable than any other D&D-like TRPG I've played (can't speak to 4e). The only TRPG I can think of that's more accessible than 5e is FATE, and it's accessible primarily because it doesn't have many rules. (Which is fine for the thing FATE is trying to be, but not so good for what D&D is trying to be.)

And again, there are a lot of design decisions in 5e that only make sense in the context of trying to make D&D more accessible to new players. Judging by sales figures, it seems to have been at least somewhat successful.


Mechanics inform tone. Going by your own examples, running LotR or Conan in D&D is seriously undercut by the mechanics of D&D more often than not with the most extreme example being 3E.
See, this is why I spent five paragraphs explaining what I meant by the words I was using before getting to my actual argument. Five paragraphs which started with:
For this post, when I say "mechanics," I don't mean the rules of the game. Obviously, trying to separate those from a game's tone is only useful if you're trying to bury criticism of the rules. What I mean is the rules of the setting.


I'll note that "go into wilderness/dungeon, kill the locals in order to take their stuff is... Maybe not D&D's main genre at this point? Most campaigns, including published ones, I've seen involve a Dark Lord rising, often mixed with a McGuffin hunt.
The ones I've played tend to start with a phase of going into the wilderness/dungeon and killing the locals (for some vaguely-justified purpose which often mirrors how Westerns treat American Indians better than how LotR treats Mordor). And of course, there are plenty of standalone modules which are basically just "Go into this place, kill monsters, and steal loot so you have a reason to play D&D for an evening).

Now, I will say: Modern D&D is less Western-y than ye olde AD&D. That game expected high-level players to establish their own strongholds in the wilderness, turning the "civilizing untamed realms" subtext into text. But that aspect of the game isn't gone, just less.



I appreciate the effort post but while I agree that a lot of D&D design was based on trying to recreate certain archetypes, I think the difference here is that I don't think that's a good thing.

The post I quoted said:
2. It results in a system that isn't very good at emulating the style of heroic fantasy it's meant to support.
This presupposed that there is a "style of heroic fantasy" and D&D's "system" is "meant" to "support" it.

And frankly, while purely literally speaking that is true, that "style" is just D&D itself since D&D's system doesn't actually support any other style very well.
Ah. Well,I hope you'll forgive me for mistaking your criticism as "This argument is incoherent because D&D isn't meant to support any type of heroic fantasy except itself".

I'd like to start by offering an argument: D&D can be its own thing and a type of heroic fantasy. Genres aren't mutually exclusive, they're nested within each other. Just as heroic fantasy is a subset of high fantasy, which is a subset of fantasy, which is a subset of speculative fiction, the unnamed genre you put D&D and nothing else into is a subset of high fantasy.

I suspect you have some kind of argument against this, but I have no idea what it might be. Your description of D&D's genre is that it includes D&D. Forgive me for only bringing this up now, but you should probably have defined "the D&D genre" before using it as the keystone of your entire argument. (Maybe you did in the general D&D thread, but I'm not crediting you for an argument you didn't so much as link to.)

I would argue that Aqua actually fits in D&D fine since she is based on a game that itself is in the "D&D genre."
I don't want to "well actually" you, but this is wrong in a way which actually renders your argument incoherent. Konosuba is not, in fact, based on a game. It's parodying an entire genre of light novels, which are not games. Konosuba, like many isekai series, uses RPG mechanics, but these aren't inspired by any tabletop RPG. They are inspired by JRPGs.

So if I'm reading this argument correctly, you're saying that Dragon Quest is in the D&D genre. Or maybe Final Fantasy, or Chrono Trigger, or Breath of Fire, but definitely not any video RPG that's actually like D&D. Konosuba is not a Baldur's Gate anime, it's a "shitpost about Mushoku Tensei" anime.

I cannot imagine any genre which includes both D&D and Konosuba, or even D&D and the games that isekai series were partially inspired by, but also excludes either the novels that inspired D&D or the fantasy media inspired by D&D. We bio majors would call that a "polyphyletic taxon". Now, genre doesn't need to follow the rules of taxonomy, but you have given me so little information about this D&D genre that your arguments are unfalsifiable. Any fantasy

Mind, you've failed to convince me I need to falsify them, but it's still poor etiquette.

There are much better systems for playing Aragorn or Conan (he has his own, perfectly cromulent RPG). I would argue that Aqua actually fits in D&D fine.
I do not disagree with this, but this is irrelevant to the discussion at hand. "D&D is not the best RPG for playing Aragorn" does not necessarily imply "D&D is bad at playing Aragorn," let alone "D&D should not try to let you play Aragorn".

I'd also like to point out something you ignore about that the section in which I referenced a LotR character, Conan, and Aqua:
My point is that while D&D has different setting mechanics than most fantasy, it has much the same tone. It's hard to build a wizard who works like Gandalf, a barbarian who works like Conan, or a cleric that works like Aqua (let's ignore how two of those examples are technically divine beings), but it's easy to run a D&D campaign with a tone and plot like Lord of the Rings, Conan the Barbarian, or Konosuba.
Whether or not you can play the specific character of Aragorn or Conan is very specifically not what I'm discussing in this paragraph! Mind, the only reason I think you're responding to this segment is that it's literally the only time I mention Aqua, so it's entirely possible that you're responding to some other argument I made. I have no idea.

I realize that butchering a post like this is ugly, but it does have its advantages. Hopefully I've arranged this stuff in an order that flows decently well. Speaking of which, I need to segue into some points about the idea of character archetypes.

Part of why those games can do that is not being tied to legacy code that insists that the "genre" must include both sword-swinging warriors with naught but steel and skill and mages that can warp reality to produce consistent and powerful outcomes in the same party. The "classic" and "archetypal" D&D fighter and D&D wizard honestly do not belong in the same genre.

[...]

Want D&D to actually be a good game? Then force the D&D genre to shift so it no longer demands archetypes that aren't compatible with each other or the base mechanics.
I agree that part of the problem is that wizards seem to be defined as "people who study so much that they become gods" while fighters seem to be defined as "normal guys who hit people with sticks". But there are two points I'd like to make that bypass this argument. First: These aren't really archetypes. This is a problem that, in my opinion, is separate from archetypes.

Second is that there are no unbalanced archetypes. The founding members of the Justice League included two aliens with godlike arrays of superpowers, a Greek demigod, the wielder of a cosmic artifact, and a stubborn billionaire.

Yeah, Batman is smart and hardworking, but his superhero archetype is "trains hard and doesn't give up," while Superman's is "nigh-invulnerable juggernaut with countless secondary powers for unpunchable threats". Despite this, the writers always find a way for Batman to feel like a valuable member of a team where everyone else has superpowers which would trivialize Batman's normal rogues gallery. (Even Aquaman, depending on the writer.)

Now, before you say that Batman and Aquaman are only useful to the Justice League because the writers conspire to create situations where planning and talking to fish are useful: Superman and Wonder Woman are only useful to the Justice League because the writers conspire to create situations where punching people really hard is useful. Okay, that's not strictly true, but it is true that any set of powers is useless in the wrong circumstances. Consider Lex Luthor, who is completely defenseless before Superman's strength, but who causes problems that can't be stopped by punching him. Lex would be as ineffective an obstacle against Batman as the Joker is to Superman.

I'll summarize before this metaphor consumes my entire argument: Any two archetypes can be "balanced" by a good writer/designer. In a D&D context, it's possible to make fighters good enough at fighting that they're balanced with wizards, without making them...I dunno...soul reapers or something. (You never bothered to explain what archetypes you think would be compatible.) At the same time, they'd need to design the game to give specialist classes a chance to shine.

I know this in part because archetypes are flexible. "Muggle with a sword" reaches at least as high as Samurai Jack, Gourry Gabriev, and goddamn Beowulf. But I also know it because other games do it, both video and tabletop, ranging from League of Legends to Fire Emblem to Red Dragon Inn. Now, none of these games have perfect balance, but the balance problems can't be boiled down to "This guy needs to feel like a normie with a spear, that guy needs to feel like a demigod".

Do I think D&D balances them? Of course not! Do I think the way WotC's writers seem to conceptualize the archetypes is part of the problem? Probably, yeah. Do I think that these archetypes need to be thrown out entirely to solve the problem? No!

But the point is, trying to force D&D to run these archetypes makes the game system worse. It leads to bad design. It contributes to the mindsets that have locked D&D into shitty legacy code and archetype/flavor divisions that don't map to mechanical divisions - which confuse players and make balance nigh impossible.

You yourself note that Rangers and Monks are, (except in 4e, IIRC) just "whatever character we had in mind's various abilities thrown halfhazardly together" - with no though to mechanical synergy or party role. This is BAD DEVWORK! This is not how to design a fun and functional game!
This section confuses me. Maybe I'm just having trouble putting myself in your headspace, but to me, none of these arguments sound like arguments that it's bad to design classes after fantasy archetypes, or even that the specific archetypes TSR/WotC chose are bad choices. They sound like arguments that the way WotC designed the archetypes were bad.

Sticking to the "legacy code" of how classes worked in old editions is obviously bad, but it's a separate issue from the archetypes that code was representing. Not thinking about how the mechanics you make fit together is bad, but you can design archetypes without doing that. You know it's possible to do so, you say exactly that!
There are many games that mange to have cool archetypes with thematic and flavor consistency that do manage to be smooth to play - without inconsistent mechanics that make half the options "enjoy sucking, loser!" for half the level structure.

And even if we ignore the times you seem to argue against your own points, the idea that archetypes have power levels, the non-exclusivity of genre, the nonexistent definitions of critical points, etc...you barely try to explain why this archetype-ey design is bad. You say "leads to bad design," but you don't explain why the design is bad. You say D&D can't be good without changing its archetypes. You say that wizards and fighters are incompatible archetypes. But you don't explain why.

Unless your whole argument was "Archetypes are why WotC doesn't change stuff" and "Archetypes can't be balanced"? The latter is patently ridiculous, plenty of stories find ways for specifically fighter-types and wizard-types to both be relevant. (Some of those examples give the sword-guy sword-magic, but most don't. And not all of those are balanced between the pair, but some are—and some are unbalanced in the fighter's favor!)

The former is...well, first off, I'm not sure I feel comfortable calling it an argument. It's something I infer you believe from something you say, but you don't actually back it up and you barely use it. But it's also very obviously wrong.

On one hand, WotC changes mechanics related to its archetypes; look at how the warlock transformed between 3.5 and 5e. (Making it dependent on Vancian systems for half of its invocations and semi-Vancian short rests for its spells, which is a big change, and something my inner middle schooler will never forgive the edition for.)

On the other hand, they lock in features even when the archetype is changed or removed. 3.5's ogre mage isn't trying to be an oni, for instance; t's trying to be an ogre-adjacent monster with magic. The art looks far more brutish than prior editions' and drops the katana and "oriental" armor. The flavor text emphasizes a connection to ogres as much as you can in two paragraphs; it obviously also leaves out all sorts of "oriental" language in various AD&D flavor for the race, ranging from a bushido-like honor system to their Environment entry being "Any oriental land".

And yet, it still keeps previous editions' blue skin and horns...as well as its peculiar list of spell-like abilities. I cannot emphasize this enough. Ogre mages threw away the monstrous archetype they were based on, but kept the old mechanics. They still hover, they still turn into gas, they still regenerate. I don't know what could more definitively disprove the idea that maintaining archetypes is in any way related to D&D's resistance to change. It's resistant to change because it's a big IP with an infamously stubborn fanbase. The last time WotC tried to make a big change to how the game worked, it was so reviled by the community that one of WotC's business partners made their own 3.5 (with blackjack and hookers), which was so successful that said partner is known for that and not the stuff it did with WotC.

...

Anyways, none of this is connected in any way to the original argument, which seemed to be rooted in genre. That D&D is its own genre, so mimicking archetypes from other genres was bound to fail, or something?

Big Conclusion Thing
I feel kinda bad smashing your argument into pieces like this. I get the sense that we don't actually disagree that much on what the problems with D&D's balance are. The difference is that you assume those problems are caused by...something with archetypes and genre. I don't want to say anything definitive here, because your argument just isn't very clear. It feels like it's based on a lot of assumptions you haven't articulated, which makes it hard for me to formulate a response I'm happy with.

(If you're wondering why I spend pages articulating the assumptions behind my arguments, it's because I don't want the people I'm arguing with to just decide I meant something I didn't. It doesn't always work, but I try.)

The version of your argument I pieced together from articulated assumptions just doesn't hold water. It's full of unjustified assertions, unexplained leaps in logic, and statements that don't seem to connect to what people are saying to you.

Maybe this would make more sense if it wasn't 1 AM, if I didn't keep pausing to google sources or look for precise examples or handle RL stuff or whatever. But I'm not sure it would.
Anyways, as I subtly foreshadowed last paragraph, it's way too late for me to look at anything posted after this post. Maybe tomorrow. Maybe I'll mute this entire thread and forget it exists. We'll see!
 
I'll summarize before this metaphor consumes my entire argument: Any two archetypes can be "balanced" by a good writer/designer. In a D&D context, it's possible to make fighters good enough at fighting that they're balanced with wizards, without making them...I dunno...soul reapers or something.

People keep claiming this but somehow actual mechanics for this never seem to materialize.

Honestly I'm jumping straight past "(x) Doubt" on this particular claim, on over to "fucking bullshit, put up or shut up"

Sure if you are a author of a book, you can narratively balance "sword guy of purely human scope" and "explicitly supernatural dude with reliable supernatural abilities" but D&D is not, (generally speaking) a narrative game, let alone a narrative written by one singular vision. It has been, at least for three decades or more now, primarily a combat focused game.

And balancing "(class) limited by the writer's idea of realism" with "(class) not limited by that" just doesn't happen (I would say generally, but certainly not within the combat paradigm). Doubly so once you factor in the (brand) necessity of keeping legacy code that is considered 'iconic'. There have been a few hundred fan project on GitP that have tried to bridge the mechanics gap while keeping the magic/mundane brainworm, and it never, ever, worked.



I admit, my arguing probably has been a little incoherent, but that's because it is a criticism of the incoherent mess that is D&D legacy code and brainworms. I didn't present a central thesis per se, just criticism of bad practice. (I won't say bad design philosophy, because honestly it's clear they don't have a philosophy.)

Honestly I have no idea what you are even arguing. You don't think I wrote fancy enough an essay?



A game does need a design scheme and frankly D&D has been trying to have the cake and eat it too and thus never delivering coherently for like 7 editions now.

I personally don't think that games that claim to "balance" {a} narrative influence and {b} solve-the-problem-in-front-of-us (usually combat) power really deliver on that, but even that's a far sight better than D&D which claims want to balance {A} "90% of the narrative and solution ability" vs {B} "fuck, I dunno, roll a die and hope you crit, lol" because it's supposedly 'iconic' and how it's always been done (tm).
 
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And balancing "(class) limited by the writer's idea of realism" with "(class) not limited by that" just doesn't happen (I would say generally, but certainly not within the combat paradigm)
Arguably this goes the other way in oMage (and to some lesser extent nMage) where the realistic method (shooting someone in the face with a lot of gun) is explicitly better than acting like Harry Potter. Admittedly, (subtle)-magic with Gun is better than gun, but still.
 
Arguably this goes the other way in oMage (and to some lesser extent nMage) where the realistic method (shooting someone in the face with a lot of gun) is explicitly better than acting like Harry Potter. Admittedly, (subtle)-magic with Gun is better than gun, but still.
Mages style all over normals (and werewolves and hunters and nearly everyone except maybe a few vampire clans if you use the bullshit in some splatbook)

oMage is exactly a case of "those who can't break reality are in no way able to keep up with those who can"
 
Mages style all over normals (and werewolves and hunters and nearly everyone except maybe a few vampire clans if you use the bullshit in some splatbook)

oMage is exactly a case of "those who can't break reality are in no way able to keep up with those who can"
Mages style over normals best by fitting in with their worldview, though. A fire-ball toting hermetic is going to get yoted to the Outer Umbra much quicker than a slick, professional hitman with uncanny aim. My point is that the aesthetic of breaking the world and blatant violations, i.e. acting like that are the worst way to do anything, compared to sidling up to the consensus and just poking it out of the way a little bit. Also Wulves are generally going to beat mages unless the mage has prep time. Wolves are damn good at genocide.
 
The problem with D&D is that it continues to try to fit a square peg (generic fantasy RPG with wide appeal) into a round hole (wargaming derived mechanics).

As long as it does that, it's going to continue to suck at both things.

And let's be real, D&D has too much history behind it to make the sort of fundamental change that's required to resolve that paradox. I just wish it's market share went down so that it stopped being a supermassive black hole that all other TTRPGs have to contend with. Then we'd maybe see a healthier ecosystem emerge where people use different systems to play different types of stories.
 
Mages style over normals best by fitting in with their worldview, though. A fire-ball toting hermetic is going to get yoted to the Outer Umbra much quicker than a slick, professional hitman with uncanny aim. My point is that the aesthetic of breaking the world and blatant violations, i.e. acting like that are the worst way to do anything, compared to sidling up to the consensus and just poking it out of the way a little bit.
And that has nothing to do with the post of mine you quoted, which was about designer assumptions rather than player actions.
 
And that has nothing to do with the post of mine you quoted, which was about designer assumptions rather than player actions.
That is designer assumptions, though. They could very easily have made it so that being a hermetic was easier than it is in oMage. Or that acting alongside the consensus is less of a boost. But they didn't.
 
That is designer assumptions, though. They could very easily have made it so that being a hermetic was easier than it is in oMage. Or that acting alongside the consensus is less of a boost. But they didn't.

oMage is fundamentally designed to privilege supernaturals over norms.

It's not a counterexample to what I was saying.

I thought you were trying to say something about diagetic behavior, but apparently not. I am at a loss as to what your point is then?
 
And again, there are a lot of design decisions in 5e that only make sense in the context of trying to make D&D more accessible to new players. Judging by sales figures, it seems to have been at least somewhat successful.
D&D's current success has nothing to do with the quality of its product, and everything to do with name-brand recognition built up over decades of existence, mentions in pop culture like Stranger Things, and being signal boosted by podcasts starring minor celebrities like Critical Role that ignore a lot of the rules for the sake of keeping the game fast and narratively interesting.


I know this in part because archetypes are flexible. "Muggle with a sword" reaches at least as high as Samurai Jack, Gourry Gabriev, and goddamn Beowulf.
I agree, but the problem is that the people who make D&D don't believe so. In fact, the people in charge of WOTC have a specific loathing for the last time that the game tried anything like that and made it a point to erase it. I've gone into this in depth multiple times in the D&D Megathread, but their concept of what a "muggle with a sword" is capable of would fall far short of the typical sword-swinging protagonist of even the lowest low-fantasy fiction, much less anything cool of heroic enough to keep up with a wizard, and they want it that way.
 
D&D's current success has nothing to do with the quality of its product

My (minor) disagreement with this boils down to "double rolls on advantage was a really good idea" and honestly 5e stole it from other games that did it first.

5e simply reflects the Pathfinder Lesson. Marketing is king. If you have to choose between good game design and good marketing, always pick the latter.

Of course there's no real reason you can't have both, but this is an industry where the few decision making spots at big publishers are largely dominated by the same coterie of white guys as 20 years ago, so expecting them to recognize their own mistakes is probably a pipe dream.
 
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Probably because David Carradine :)

(Kung Fu was broadcast from 1972 to 1975. The monk was added in Blackmoor, publication date 1975.)
From what I've heard, it was exactly that. Someone wanted to play a monk, so Gygax just slapped together a mishmash of whatever abilities he could remember from Kung Fu.
 
D&D's current success has nothing to do with the quality of its product, and everything to do with name-brand recognition built up over decades of existence, mentions in pop culture like Stranger Things, and being signal boosted by podcasts starring minor celebrities like Critical Role that ignore a lot of the rules for the sake of keeping the game fast and narratively interesting.
I don't think that's fair. 5e was widely popular on launch long before the current surge from streamers and so on. Our game stores went from 1 or 2 tables during organized play sessions to taking up most of the store. It's design and marketing are intertwined, creating something that was a "return to form" for those put off by 4e (my favorite edition) and also more accessible than 3.5 and substantially more balanced, if not nearly so much as 4e was. Maybe 5e was marketed well - it was also designed to work with the marketing.
 
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I don't think that's fair. 5e was widely popular on launch long before the current surge from streamers and so on. Our game stores went from 1 or 2 tables during organized play sessions to taking up most of the store. It's design and marketing are intertwined, creating something that was a "return to form" for those put off by 4e (my favorite edition) and also more accessible than 3.5 and substantially more balanced, if not nearly so much as 4e was. Maybe 5e was marketed well - it was also designed to work with the marketing.
I think the point is that "designed well to work with marketing" (which we all seem to agree 5e was) is not the same as "designed well as a game"
 
Thinking about it some more, I think the change to Banishment is what really gives me the impression that the designers have misdiagnosed a lot of the problems with the game. Because, yeah, Banishment was a problem. If a player got hit by it, they could easily end up sitting out most of the encounter doing nothing, which just completely sucks the fun out the game. But as a spell for players to cast, it was fine and not nearly as overpowered as things like Hypnotic Pattern, Wall of Force, or maybe even Web. So the solution here shouldn't be for Banishment to allow repeat saving throws, which very obviously makes it impossible to actually banish anything, but to remove it from monster stat blocks.
 
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