• jjjalljs@ttrpg.network
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    6 hours ago

    But dnd’s paradox is it is both open ended and rigid. My problem is it’s too open ended in many ways (eg: social conflict), almost completely missing rules in other parts (eg: meta game mechanics, conceding conflicts), and too rigid in others (eg: Eldritch blast targeting rules, unarmed smite and sneak attack). That’s not even going into the bigger problems like the adventuring day or how coarse class+level makes many concepts impractical at best.

    On top of that, it is so mega popular many players have no other reference points and don’t realize its assumptions are not universally true. It’s like people who have only ever watched the Lord of the rings movies, and they’re like “of course movies are four hours long and have horses. That’s just how movies are.”

    The main things DND 5e does well are popular support, and the very small decision space for players makes it hard to make a character that’s mechanically very weak or very strong. It brings nothing special to the table for roleplaying.

    Compare with my go-to example of Fate, which has simple systems to encourage it. CofD, my second favorite, also does.