5e D&D is a very fun tabletop RPG and indisputably the most acessibly enjoyable Dungeons and Dragons has ever been

And

It is also easily responsible for more people bouncing HARD off of a hobby they might have otherwise loved because most people run it objectively wrong. And most people do this because the base books do a very bad job of guiding people on how to actually play the system for its strengths.

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*more people bouncing off than any other system ever

@swiff that's because they market it as “generic fantasy" when it is, in fact, a very specific sort of fantasy. The options available in your rules limit the kind of stories you can tell without modification to the system. Literally the best example of this is Mutants & Masterminds; originally a D&D 3.5 third party product, the third edition is far removed from D&D you couldn't even guess the origin. And that system embraced the genre, it tells you what genre you're in and how to run it, and moreover, it extensively modified the original system to better tell those stories.
Another example: GURPS. Literally built as a rules toolkit on top of a robust skill system, the assumption is that the GM plugs various optional subsystems on top of that system to simulate the world and genre they want to tell stories in. Do that with D&D without going back to the TSR days of “don't modify the setting to fit the rules, modify the rules to fit the setting"

@swiff and the D&D Dev team kept the appearance of things from AD&D without keeping the logic and function, or even dropping subsystems fairly integral to immerision, the “Sacred Cows" (and ain't that a loaded racist term reeking of colonialism) of the system. AD&D was built around individual units in a tolkienesqe setting running down into an isolated location, and getting back out with treasure. The rules were built around that, but also built to force them to deal with their impact on the game world. You literally gained fame and noteriety as your level went up, at different levels based on your class you built a stronghold and got followers and quest hooks.
Want to solve Linear Fighters, Quadratic Wizards? Don't modify spell damage or add features to fighters, bring back AD&D casting times - fireball hits different when it takes 18 seconds of casting time. Wonder why encumbrance is important and gear is sold like that? Resource management.

5e inherited a rules legacy that it has refused to understand, even as it wears its trappings proudly

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