this post was submitted on 10 Dec 2023
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[–] NotAnonymousAtAll@feddit.de 3 points 11 months ago (1 children)

Abilities that are too powerful for that should either not exist or require significant preparation

[–] Neato@kbin.social 2 points 11 months ago (1 children)

Then you're going to have boring spells that do damage akin to cantrips. No one wants homogenization.

[–] NotAnonymousAtAll@feddit.de 2 points 11 months ago (1 children)

I absolutely do want mechanical homogenization. Interesting variants can be handled with flavor without forcing everyone to learn completely new rules for every ability. The existence of generic rule systems (e.g. Savage Worlds) proves I am not alone with that view.

[–] Neato@kbin.social 2 points 11 months ago (1 children)

Cool. And that exists in that game. But that's not the core of dnd.

[–] NotAnonymousAtAll@feddit.de 2 points 11 months ago

It was my impression that we are at this point discussing (rp)game design in general, not specifically D&D. If your context was D&D specifically, that explains a lot of the disagreement between us.