by
Hawke
—
last modified
Oct 12, 2016 06:14 PM
As I point out many times, everyone has different play styles and preferences. I offer my differences for those with similar tastes, styles, and interests, everyone's mileage will vary based on those preferences. :-)
For a more detailed response, including participant enjoyment measurements, here is a longer response for those interested in such a long read:
I fundamentally disagree with the "need" for such over emphasis on mechanic "balances" at the cost of immersion, story, richness of play experience, etc. While I don't like totally abstracted game systems like the new Firefly RPG (we all liked the Serenity version much more), and I have an active group that loves old school Rolemaster, I am also very fond of The One Ring RPG more toward the Serenity/Firefly approach to RPGing.
On a side note, my youngest son's groups (he runs/plays 2-3 per week), after years of playing them, have all abandoned D&D 3.5, 4, & 5e, and branched out to other games, but most notably one of the groups really prefers old school AD&D 1st edition much more now. They range in age from 12 to 17.
Overall I prefer to run campaigns that emphasize ROLE-play rather than ROLL-play campaigns, though I will run the occasional more basic Pick Up Games (PUGs), as with the Tomb of Horrors experiment. In my regular games however, I strongly encourage players to focus on the background depth and motivations of the characters avoiding reliance on numbers as much as possible, and enjoying the complex plots of the stories, rather than min-maxing statistics, etc. I really liked 5e's adoption of Rolemaster, Pendragon, and other game system's non-mechanical features in those areas. As far as D&D versions, when I have to run d20-based games, I like 5e far more than 3.x & 4, and even somewhat more than 2nd edition.
Generally the players in my campaigns learn it is better to not rely on blasting their way through everything, whether with sword or magic. They learn the best approach is to take a more immersive thoughtful approach, rather than a mechanical approach (most of the time, there are always exceptions and surprises of course).
After having run the changes I made to cantrips (and the 4+ other changes listed) through dozens of groups with different players, the general consensus from my participants, from their responses completing leisure experience feedback surveys, especially the educational and therapeutic groups completing a wide range of surveys,, but also the standard diversional groups, has been the typical 80/20 rule.
About 60% really very much like and prefer my house rules, with another 20% being "okay" with my tweaks to 5th edition.
On the other end of the spectrum, about 10% are vehemently against the changes and my style (enough so that out of more than a 100+ of my 5e players over the years, 1 person decided up front to leave the campaign because of the handout with the rules changes, 1 other left shortly after a few sessions over the rules changes, and 1 other left after the second session because I record my game sessions on video/audio for research purposes (they all sign releases). Finally the remaining 10% disagree with the changes, but enjoy my games enough overall to live with the changes.
These changes are very much intentionally significantly altering the game system "balance" from what I perceive as a more "video gamer mentality" to what I believe is more "appropriate" for a tabletop role-playing gaming mentality. These rules changes adjust the 5e system to be more balanced, for our play style. Including the other significant changes such as the short and long rest ridiculousness changes as well, because they are so far off from my preferences, and those of most in my groups.
And as for fun, I don't know how many other GM's have their participants complete satisfaction surveys, but many of my groups that I run do so.
I found reasonably higher satisfaction rates from individuals and groups using my house rules (with a typical 5-level Likert style scale scoring on average around 4.6), than those groups that we used only the core rules (scoring more around 3.7 on average).
Now of course, that is the beauty of RPG, not only are we allowed to make changes to these rules that are not set in stone, we are encouraged to adapt them to our own play styles. And everyone has the freedom to enjoy making whatever tweaks works best for their groups, and join or leave the groups to find the best fit for their own play style.
So more power to everyone for each of their gaming styles, and Happy Gaming! :-)
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D&D 5th Edition - Toning down Cantrips