this post was submitted on 12 May 2024
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[–] TacticsConsort@yiffit.net 38 points 1 year ago (6 children)

I mean, even as a DnD player, I appreciate that you DO need to turn a profit as a company, and I enjoy my favourite hobby getting wider attention. I'm actually not opposed to them making this into a bigger franchise because I think that it IS suitable to fill that sort of Marvel role, contrary to the article. It has clearly defined heroes and villains, iconic designs, and very flexible storytelling, all of which CAN be compared to a more mature Marvel. Making a handful of recognisible heroes and villains and promoting them honestly seems like a perfectly sensible and legitimate business tactic.

HOWEVER.

As a DnD player, I also actively dislike the story design in most official content because it's painfully generic. Everything is made to be very comfortably within the realm of mass appeal and staying within the realms of conventional fantasy. They have unspoken rules and tropes that they simply Do Not Violate and as a result they struggle to craft stories that aren't predictable. They are noticeably complete shit at having any idea how to make a force for good that's more powerful than the players that isn't used as a punching bag to make the players feel like they're in danger. And my point is that they COULD and should take more risks when doing storywriting and character design, because the nature of DnD is that even if you totally fuck something up, because everyone runs their own worlds a retcon isn't going to destroy everything- and more than that, writing out a story, while time-consuming and requiring effort, is nowhere near the money sink that a movie is. It's fine to take risks! Defying conventions is OK! It's completely fine if not everyone likes each product, so long as it's well-made on the whole!

Otherwise the game is also super unbalanced (I know this because I have extremely extensively created homebrew for it, I can tell you EXACTLY how and where it is unbalanced), although this isn't as bad as it would be in a lot of other games because you won't really notice the balance issues if you're just playing a casual game with your friends. If one of your friends is trying to play the game optimally though, then they can rapidly make the game unplayable by taking advantage of especially unbalanced parts of the game.

And this is to say nothing of the fact that the absolute greatest strength of DnD is the fact that players can do whatever they want. So trying to make stuff that tells players they need to act a certain way is only going to diminish that strength.

[–] Carrolade@lemmy.world 19 points 1 year ago (5 children)

The concept of a well-balanced DnD really bothers me. I do not think balance should be a core design goal. The Wish spell is horribly unbalanced, and should be. I think its representation of endless possibilities and horrifying consequences is emblematic of the spirit of the game itself, rooted in the olden days of DnD, when the DM was really doing his absolute best to TPK his party in a more competitive, adversarial, board-game-esque setup.

The lack of balance in the older versions of the game had benefits. A player who wished less engagement with the game mechanics could play a fighter, where someone who wanted a larger amount could play a wizard.

Balance in and of itself is not a problem, but unless done very carefully with a lot of attention paid to how that balance is arrived at, it's just too easy to make everything feel very samey. Like a video game that becomes so well balanced that the awesome laser rifle is a perfectly balanced option against some other guys bow and arrow, making it all start to feel hollow and soulless. Like a fighting game that does not acknowledge that Green Arrow and Wonder Woman really aren't actually in the same league, to be able to fairly fight each other in an immersive way.

Starcraft and Helldivers 2 managed to arrive at a degree of balance that still feels wholesome and maintains distinction, but they're very much the exceptions to the rule. It's such a difficult thing that the vast majority of times its attempted, it results in some sort of failure. Personally, I prefer a different route, where devs simply embrace the inherent imbalance, and allow people to do broken-ass things that might be fun, and allow other options to exist that are just plain bad. I see nothing wrong with this outside of competitive, pvp style genres.

[–] Kichae@lemmy.ca 5 points 1 year ago* (last edited 1 year ago)

All that balance does in a pen and paper game is provide predictability for the GM. "If I hit them with X, it will take Y to overcome it using A,B, and C". That only leads to homogenization if the GM doesn't do anything meaningful with that knowledge.

Way, way too many people view this shit as "demands from the designer" rather than "tools to use for your convenience," and I super don't get it. If you want some of the players to outshine others, you can predictably boost their power level if the game is balanced.

But I guess just flexing on friends is what many people really want out of the game.

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