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A rant on Tasha, 5e, and we are not in OSR-land anymore

Started by Eric Diaz, November 28, 2020, 02:03:56 PM

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mightybrain

Quote from: Razor 007 on December 27, 2020, 05:53:12 PM
The optional advice in the front of Tasha's, seems to say; "You can ignore the rules of the game, in the name of fun.  Just do whatever you want to do, and call it D&D."

I think that note, or a variation of it, is included the core rules of every edition. For example in 1st edition:
QuoteThe game is the thing, and certain rules can be distorted or disregarded altogether in favor of play.

VisionStorm

Funny how in 5e they needed to publish a new source book 6 years in to tell us about a Rule Zero that has existed basically since the hobby started.

Jaeger

Quote from: VisionStorm on December 28, 2020, 08:38:37 AM
Funny how in 5e they needed to publish a new source book 6 years in to tell us about a Rule Zero that has existed basically since the hobby started.

In my opinion, this is due to the largely new player base coming into the hobby with their perspectives partially formed by computer rpg's.

I think that computer rpg's have had a bit bigger effect on the hobby - especially with new players, than many believe.

"The envious are not satisfied with equality; they secretly yearn for superiority and revenge."

mightybrain

Quote from: Jaeger on December 28, 2020, 03:13:06 PMIn my opinion, this is due to the largely new player base coming into the hobby with their perspectives partially formed by computer rpg's.

I think that computer rpg's have had a bit bigger effect on the hobby - especially with new players, than many believe.

I've always found this argument odd. All the computer RPG ideas originally came from table top games anyway. What goes around, comes around.

VisionStorm

Quote from: mightybrain on December 28, 2020, 03:30:57 PM
Quote from: Jaeger on December 28, 2020, 03:13:06 PMIn my opinion, this is due to the largely new player base coming into the hobby with their perspectives partially formed by computer rpg's.

I think that computer rpg's have had a bit bigger effect on the hobby - especially with new players, than many believe.

I've always found this argument odd. All the computer RPG ideas originally came from table top games anyway. What goes around, comes around.

I think that the issue is that video games offer a significantly different dynamic than tabletop RPGs. There is no DIY in most video games, and even the ones that offer some semblance of it, through modding and such, still do so strictly within the confines of what the core engine allows, as well as of whatever mods you create, which are somewhat limited (compared to TTRPGs) and take considerable technical expertise to make. In TTPRGs you can alter the entire engine to its very core or add massive expansions to it with only limited technical knowledge (compared to coding), and you can even make stuff up on the fly with enough experience. In a computer game you're always bound by a scrip and only what has been scripted exists, but in a TTRPG you can go off the rails and explore any nook and cranny, as long as the GM is willing and able to go along with it.

The two types of experience are completely different from each other, even though they share superficial similarities. There is no Rule Zero in video games, but you can have one in TTRPGs.

mightybrain

Quote from: VisionStorm on December 28, 2020, 05:05:25 PMIn TTPRGs you can alter the entire engine to its very core or add massive expansions to it with only limited technical knowledge (compared to coding)

I suggest the difference is that with CRPGs, this kind of fiddling is naturally limited to those who tend to think through the consequences of their changes.

While 1st edition AD&D devoted once sentence to explicitly allowing rule changes, it came after several paragraphs warning of the dangers and difficulties of doing so. Newer editions have kept the allowance but discarded the warnings. As Dr. Strange observed, the warnings ought to come before the instructions.

Eric Diaz

#81
Quote from: Opaopajr on December 27, 2020, 09:45:09 AM
I'm still waiting for a good Equipment Book...  >:( Rapier & Quarterstaff uber alles has been rankling for years now. Also, that's not how darts or blowguns work.

Maybe this can help a little :D

https://www.drivethrurpg.com/product/291160/5e-Manual-of-Arms-Weapons?manufacturers_id=12430

(yeas, it is my book... shameless self promotion :P )
Chaos Factory Books  - Dark fantasy RPGs and more!

Methods & Madness - my  D&D 5e / Old School / Game design blog.

Razor 007

Quote from: shivaa95 on December 31, 2020, 10:35:26 AM
To be honest, I've never liked AD&D. I've played it several times and I didn't like it at all.


When it was THE game, it was pretty impressive.  I was exposed to it first, without any other gaming experience.  It was just plain awesome, for a while.
I need you to roll a perception check.....

Eirikrautha

Quote from: shivaa95 on December 31, 2020, 10:35:26 AM
To be honest, I've never liked AD&D. I've played it several times and I didn't like it at all.

Eehhh, I don't think anyone ever played AD&D.  At least not according to the rules.  The rules in the manuals were so disjointed, disorganized, and contradictory that we all ended up playing our own version of the rules.  We played the "best" version for us.  It's too bad you (probably) played someone else's version of the game, rather than your own...
"Testosterone levels vary widely among women, just like other secondary sex characteristics like breast size or body hair. If you eliminate anyone with elevated testosterone, it's like eliminating athletes because their boobs aren't big enough or because they're too hairy." -- jhkim

Omega

Quote from: Razor 007 on December 12, 2020, 12:26:47 AM
I don't believe the Artificer class presented in 5E, fits in very well with the more traditional classes?

I've watched a few reviews on Y tube; and the descriptions of the mechanics of the class and its bag of tricks, causes me to lose focus on the traditional D&D fantasy tropes that I enjoy in gaming.  Whereas the presence of an Alchemist wouldn't?   I believe I'd prefer Alchemist, over Artificer.

It would likely fit really well in say a setting like Blackmoor. Possibly Mystara. And maybee Greyhawk. Blackmoor had a distinct sci-fi element to it. Mystara has a fair amount of inventions. Greyhawk has some SF elements as well. All three you could introduce some or all of the artificer into.

It also fits some fantasy settings with an emphasis on golems, constructs, and other magitech gadgeteering.

And it really fits some anime or console game settings with a heavy magitech element.

Others you'd have a harder time introducing without some work.

But that is true of all the classes and subclasses even. Some fit, some do not. Jettison what does not. D&D Conan removed all classes except the fighter and thief just about, and demihumans. Dragonlance tossed out paladins and clerics to a degree, then brought them back, to a degree, and tossed out some races. Dark sun did as well.


Omega

Got my copy today  - on the doorstep - in the snow...  >:(

Aside from a little warping that will flatten out easily enough, its in good condition seems.

And I am both saddened and surprised that this copy is from the second print run. Thus breaking my collection of all first runs for 5e. I'll probably get a 1st print later to round out my collection... ahem.

Will comment on it later when have had more time to look through it.

Renegade_Productions

Quote from: VisionStorm on December 28, 2020, 08:38:37 AM
Funny how in 5e they needed to publish a new source book 6 years in to tell us about a Rule Zero that has existed basically since the hobby started.

Bit of a necro post, but on a lark, I landed on the Amazon page for that Tasha book earlier...and it has over 12,000 ratings on it versus 512 written ratings.

Spam ratings, no doubt, but that really says something about how insecure the D&D 'community' is when real gamers smell BS and don't want the offering.

Omega

The rules in question are just a small part of an otherwise more or less not bad book. Its got a little of everything in it and more DM and player tools for those who need or those who do not, but might need a quick idea when the well is dry.

Obviously someone at WOTC is either gullible and got talked into adding those "safety" notes. Or someone there has an agenda. Maybe both at this point.

KingCheops

Quote from: Omega on April 16, 2021, 02:06:22 PM
The rules in question are just a small part of an otherwise more or less not bad book. Its got a little of everything in it and more DM and player tools for those who need or those who do not, but might need a quick idea when the well is dry.

Obviously someone at WOTC is either gullible and got talked into adding those "safety" notes. Or someone there has an agenda. Maybe both at this point.

I was a little disappointed with the book but then that's because I buy in the wider publishing sphere.  DM's Guild and 3rd party/kickstarter.  The stuff in Tasha's was interesting but more on par with the better produced stuff on DM's Guild.

mightybrain

Looking at the Amazon reviews, most of the complaints appear to be about the binding. Usually along the lines of "typically poor WoTC product." Is their printing that bad now? I haven't bought a physical book from them for several years.