Hello everybody! Mind if I chip into this discussion?
I have DMed for more than 2 years now and have run at least 14 adventures at V.A.L.U.E. tables.
Thus my experience here tells me to say the following:
I notice a lot of “what rules shall we put in place or how should we word them?” items floating around. I wonder what the point is, other than of course be comprehensive to a first-time reader.
The heart of this game, of any TTRPG in fact, is the immersion & roleplay aspects. It’s right there in the title: “ttRPg”. The dice and other tools we commonly use to adjudicate are only there to help the game along. In a tablesetting full of trust dice & other tools aren’t even needed. You could view them as unnecessary niceties. The game is actually about the humans who want to play a communal game together and hallucinate in the best ways possible. This is why success or failure don’t mean jack-squat and the journey through whatever story or happenstances is the actual gameplay.
You see this best at T1 tables. Characters are by design meek and frightful, and logically so! People tend to not go overconfident or gung-ho because it would be inadvisable to do so. And guess what? Most T1 tables I have ever been a part of experience the most magic moments of D&D. T2 also has this, but to a lesser degree - because people there are starting to get distracted by the FEATURES and ABILITIES and whatnot…and they start to miss the point of the game. I imagine this worsens massively when nearing endgame.
Advice? -->> Forget that you are playing as a “class” for a while and simply be the imaginary person you claim to be. It is you after all. Try to be the best you in the current context.
And then you will always win, no matter what happens in the game session c: because you did your job correctly and dedicated your all in service to the game. Nobody can be mad at you for doing that much of a good job.
So loud inhalation what about the pedantics?
→ Ruleswise I say, the current A.L. D&D experience is a system wherein players can 1) make a character 2) play that character 3) choose to continue with said character or set that one aside in favor of another. 4) repeat.
This is a good closed system.
Doesn’t need to change. Which is where the “forced leveling” would interfere.
I get it. It would introduce a degree of certainty, because it does away with choice. “You picked this path, now walk it” is fun and can surely shake it up for veterans.
But you can already do this now^^. Simply act like you “have” to level up each time and make it harder on yourself. It is your personal journey through the Tiers of Play. Make it what you will, this is what it’s there for. No need to add this to the rules in my opinion, because functionally it’s already present.
And by the way: Thank the Lord, that D&D is already one thing and one thing only. If multiple changes are made within the game then it ceases to be what it is.
That’s trouble. Also, that’s what other game systems are there for.
What is being played at VALUE? → Dungeons and Dragons.
Easy. Good, short and succinct answer. Quick to explain.
If we all start going: “well, first off it’s not EXACTLY D&D as you might have heard of it or seen on the internet…it’s actually a collection of homemade fixes, that aim to…”
Nope.
Terrible design. Because it obfuscates and makes it harder to understand for everybody involved.
More complex is not better. Simple is best more often than not.
So keep banning the annoying stuff like Silvery Barbs and leave it at that.
Hey, can we make it a requirement to “Employ common sense”? That would be neat!
Anyway, that’s my take on the overall forum post.
Sorry if I missed arguments. You mostly dealt with that stuff already before I posted.
Cheers