this post was submitted on 05 Nov 2023
12 points (80.0% liked)
rpg
3150 readers
76 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 1 year ago
MODERATORS
Fair point. I think it would still take a lot of work, though, since Diablo includes a lot of fast-paced, high-powered stuff, while 5e kind of falls apart and turns into a slog at higher levels. To put it another way, it handles up to the heroic level fine, but the epic levels can feel like a drag, and WotC's solution was to mostly publish adventures that stop at level 15. Cutting HP would be a part of it, maybe streamlining some stuff, creating a different inventory system...
So it can be done. But the fact that it's not D&D also means there's a higher floor to how much thought was put into the game, you know? Sometimes designers put the work in, but sometimes they just pick D&D to be lazy or as a cash grab.
Speaking of Adventures in Middle-Earth, I haven't played it, but I heard the 5e edition is actually pretty good. You're right in that Tolkien's fantasy is way different from the high-fantasy superheroics of 5e, but I heard it had great rules for going on a journey, which 5e mostly glosses over (at least in practice).
In a world where there's the system The One Ring, I don't see a point in doing any other Middle Earth system. Perfection has already been achieved (for this specific setting).
Concerning high-level play, I think having way lower HP for everybody would also fix a lot of things, since the main issue is that battles take forever due to having to whittle down ridiculous HP sponges.
I guess as the devil's advocate, the publisher put out both. So it seemed like it was the high-effort way to both create a bespoke system, and appeal to the people who are completely stuck on D&D.
Lowering HP would absolutely go a long way, you're right. I think limiting or disabling multiclassing would also help, but that would be an extremely unpopular change that most people would ignore anyway. :/
"Beneath the Monolith" was also put out by the same company that produced the original setting with its bespoke system (Numenera/Cypher System). They just know which way the wind blows and strive to maximize their profits.
Multiclassing is an optional rule in D&D5e, not allowing it should not be controversial.
You're right that multiclassing an optional rule, but in practice, I think nearly every player assume it's in use unless the DM says otherwise (and they will likely complain if the DM says otherwise). So I'd bet that if a ruleset basedo n 5e disabled multiclassing, people would either complain about it, or ignore that part and then complain when it breaks the game.